From: Covington LA via Montreal!
Well Alfred, true to your modus oparendi,I was looking for a 4 ounce hamburger and got a 16 ounce sirloin!!!! Although I agree with all that you say, well most all, I do think you are over thinking this discourse, or making a mountain out of a prairie-dog hill.... I think we would all agree that modeling real life runs a continuum from extremely basic to incredibly complex. All aspects of the game are some form of approximation. However my point is rather simple, weather is dealt with at a very elementary level given its complexity (one has only to turn to your local TV forecast to understand the misdiagnosis that can happen there!) and historical impact. Certainly one can try to model it in a very dynamic way which would entail tremendous effort for not so much result. I didn't mean to suggest that. But if there is one or two weather features that stand out in the Pacific war, it is either a monsoon or/and a typhoon. Yet it is these features that are accommodated very superficially or not at all. Although the latter feature is something I don't want to deal with right now (oddly, my uncle was killed in the 14 September 1945 typhoon off Okinawa when his ship turned turtle after surviving 3 years in the Pacific War; so typhoons are not a happy thought for me)the first is something that I think might be more effectively dealt with. Yes it can rest upon what you label as a "dynamic" model and this strives for complex yet relatively realistic results, but I was thinking of a simple "fix" (which probably shows how ignorant I am when it comes to programming!).
A hex is a huge area and there can be lots a variation to the weather even within that hex let alone across many hexes, which would be impossible to emulate. However the aggregate of possibilities can be somewhat more susceptible to such a task. This is done by the game with terrain, why not weather and its impact? Rainfall day by day and mile by mile is very dynamic, however within a 42 square mile area there is more overall consistency. This is true in Vermont as it is in Java. Just as terrain is not ALL forest, jungle or sand in a hex nor are ALL the roads dirt or paved, there is a general statement you can make about the average road and terrain conditions, which is exactly what the game system does. The same can be done for the monsoon season wherein the aggregate impact can indeed be reflected in the game although individual sub-areas may deffer. If the monsoon season is identified to be between 15 May and 15 October then in certain geographically designated hexes a penalty would be applied to both movement and combat. This area would be defined by hex type and area location, or if need be by area alone. For example all non-mountain hexes between various points on the board (including or excluding certain hexes such as open ocean hexes or desert hexes depending upon the complexity of the model). It would be a "set" impact (a modifier to a die roll) not a dynamic factor. Thus this modifier would be set in three ways, by date, hex terrain and hex location. One could even envision differing impacts for different terrains if so desired. The result would be that over the aggregate area there would be a relatively realistic impact on fighting and movement to reflect the historical impact that weather had on the real campaigns. Would it be accurate, in isolation no, not really, but would it have an overall impact that might approach what the battle area had between 1941 - 45? In my humble view, yes. I hope the thrust of this is understandable. Thanks for listening. Hal