It's a bit sketchy...I mean for example if Germans capture a T-34, should they be able to us eit immediatly or only after they have trained a crew for it? And how would you simulate training this crew.
Immediately, after the first turn of capturing T-34s there will, likely be a steady, if small, stream of captured T-34s to work with. At that point the time between captue and use will be a moot point. Besides, the player would have to wait at least one turn for them to be in use, which could be anywhere from 6 hours to a full week. Which, again, makes sense, except for genre stradling scenarios such as FitE the scale of the scenario and time scale generaly coorelate. Therefore, in a small scenario, dpicting a single battle, with 6 hour turns you might see a captured T-43 put to use right away, trained crew or not. In a larger scenario, say EA, you'd be waiting a whole week for any of those T-34s you've caputred to enter the line.
FitE, of course, with half-week turns simulating the entire Soviet War is the esception to this usual logic.
I undrestand trucks, which are not really hard to drive no matter who made them, but tanks especially modern tanks are another issue. Not to mention you enter the realm of supply. I mean do they use different kind of fuel? What about ammo? Spare parts? All that and more.
It could easily be assumed that the advancing army is capturing supply for these vehicles just as they are capturing the equipment itself.
Tank is just as useful as a pile of metal unless you have someone who knows how to use it. And a German infantry squad manning a T-34 is really no use, as they know nothing of tank tactics.
The designer could only include slots for T-34s in armoured units (which takes care of infantry driving the things).
Who decides what goes into use? For example during Winter War finns captured hordes of equipment. Artillery and small arms mostly went to use right away, but majority of tanks were never used.
Karri. You have to keep in mind that the designer has the last word in all of this. The designer simply has to include no spots for captured equipment if he doesn't want it included.
To repeat history in a game is to be predictable.
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