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As long as there’s still an optional for historical focuses I’m very happy with alternative histories, even the more outlandish ones, and I personally much prefer playing this way. I think the important thing is that HOI IV keeps different gameplay options available, which seems to be the current plan - adding historical depth in updates with alternative paths in the DLC.
 
Alt-History to me is:

- What if the U.S. ONI didn’t crack the JN-25 Naval Code and the Japanese successfully take Midway?
- What if Nagumo launches his torpedo planes at 7:24 AM instead of rearming them for a strike on Midway and winning the Battle of Midway?

The US wins the war in 1945. Midway was in no way relevant to the overall outcome of the war. The sheer industrial discrepancy between the US and Japan would allow the US to make good any loses they suffered in the battle of Midway, and the island itself does nothing for the Japanese position. This is leaving aside the question if the Japanese even could have taken the island in an opposed landing. As far as I know, the Japanese only managed to carry one opposed landing against the US during the entire war - on the second attempt, at Wake Island.

So, if we were perfectly historical, getting into a war with the US as Japan would require a reload because you just lost the game.

- What if the Germans successfully take Stalingrad and consolidate their front there?
- What if Rommel wins at El Alamein and finally takes Cairo, Alexandria and even Montgomery prisoner?

Germany loses. Taking Stalingrad still means they have a gigantic frontline which - in that moment - is hanging in the air in large stretches. They have to garrison an enormous amount of territory full of people who don't like them. The amount of actual production they get out of the occupied territories is appalling. The US is only going to ramp up production in virtually untouchable factories and will continue to supply the Soviet Union with ever increasing amounts of material. Taking the Suez makes the allied position in the Mediterranean untenable - for the moment. However, the Axis forces are at the absolute edge of their logistical capabilities, and taking the Suez will not fundamentally change that. It also does not fundamentally get the Allies any closer to defeat. At best, it keeps Italy in the war long term instead of exposing the weak underbelly of the continent. In many ways, an Axis victory in North Africa only prevents a defeat, not create a victory. Neither scenario allows for an Axis victory.

That is the fundamental crux of the game: the material reasons for the axis defeat are so utterly overwhelming that it would be impossible for a realistic, historic game to have any other outcome but an axis defeat. That means there is no actual strategy involved, the axis player can merely delay the inevitable, the allied player would need to make an active effort to lose the war. That is not the game we are making. Germany being able to win the war is one core pillar of the game experience, and that means it will have to be able to successfully navally invade at least Britain and occupy enough of the Soviet Union to force their surrender, both utterly ludicrous notions for anyone who actually understand the logistical requirements of those undertakings. So at its core, the game already requires us to completely abandon historical accuracy insofar as outcomes are concerned.

The reason why we have this as a core pillar of the HoI experience is because it makes the game a Grand Strategy Game. It requires both sides to use strategic decision making, because there is a real chance for victory and defeat depending on your choices and decisions. We also believe that having different strategic scenarios - with different constellations of alliances and ideally fronts in different parts of the world - dramatically increases replayability. For that, we have to sort of abandon the starting position of 1936 to present a new challenge. We still think that the historical setup is fun and a core part of the experience - can you lead your country through the chaos? - but all hard evidence shows that a large percentage of our playerbase likes the ahistoric scenarios.

It should be noted that the ahistoric scenarios are usually a lot easier to make simply because you aren't constrained by history that needs to be represented through game mechanics.
 
That is the fundamental crux of the game: the material reasons for the axis defeat are so utterly overwhelming that it would be impossible for a realistic, historic game to have any other outcome but an axis defeat. That means there is no actual strategy involved, the axis player can merely delay the inevitable, the allied player would need to make an active effort to lose the war. That is not the game we are making. Germany being able to win the war is one core pillar of the game experience, and that means it will have to be able to successfully navally invade at least Britain and occupy enough of the Soviet Union to force their surrender, both utterly ludicrous notions for anyone who actually understand the logistical requirements of those undertakings. So at its core, the game already requires us to completely abandon historical accuracy in so far as outcomes are concerned.

I wouldn't mind being able to choose a game scenario / setup with more historical setup for the Axis, or to play Multiplayer where perhaps the Axis "win" if they can survive until 1946 instead. ( Even if that is not the main or default option ).

I think it has room for even more historical and realistic strategic choices then a fantasy game where Germany is more likely to win then USA is.


If PDX could at least provide the tools so modders can make a realistic experience and model the massive logistical challenges of invading Soviet or UK as Germany that would be greatly appreciated.
 
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These are quite strong statements... I wonder if Churchill or Roosevelt shared your assessment of the situation...
Most likely not. At least not Churchill, especially in the first days in office as prime minister.

But then again neither FDR nor Churchill had the full knowledge of the actual and theoretical capabilities of the German war machine*. Which we have now. That's why we can say in hindsight that the German/axis defeat and Allied victory was inevitable if not for some really freaky incidents. Like an Alien invasion or something...

*They had fairly accurate information, though. Their intel did a great job in estimating and predicting German production capabilities.
 
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Why would they purposely limit the potential of one of their titles. Do you think CKii is as popular as it is and has been supported for so long because people are historically playing as King Richard and his hiers did?

On release all you could do was play that way with very minor changes, so giving equal choices for players is the way to go and there is always that role checkbox to always keep historic. Imo, you are making an issue out of a non issue.

Edit: what the game really needs & is somethi that all PDS Games should have is the amazing rule/DLC customization screen that ck2 has. Not the lame new setting thing that were given with thetlast update but a true customisation window like the one in ckii
 
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The US wins the war in 1945. Midway was in no way relevant to the overall outcome of the war. The sheer industrial discrepancy between the US and Japan would allow the US to make good any loses they suffered in the battle of Midway, and the island itself does nothing for the Japanese position. This is leaving aside the question if the Japanese even could have taken the island in an opposed landing. As far as I know, the Japanese only managed to carry one opposed landing against the US during the entire war - on the second attempt, at Wake Island.

So, if we were perfectly historical, getting into a war with the US as Japan would require a reload because you just lost the game.



Germany loses. Taking Stalingrad still means they have a gigantic frontline which - in that moment - is hanging in the air in large stretches. They have to garrison an enormous amount of territory full of people who don't like them. The amount of actual production they get out of the occupied territories is appalling. The US is only going to ramp up production in virtually untouchable factories and will continue to supply the Soviet Union with ever increasing amounts of material. Taking the Suez makes the allied position in the Mediterranean untenable - for the moment. However, the Axis forces are at the absolute edge of their logistical capabilities, and taking the Suez will not fundamentally change that. It also does not fundamentally get the Allies any closer to defeat. At best, it keeps Italy in the war long term instead of exposing the weak underbelly of the continent. In many ways, an Axis victory in North Africa only prevents a defeat, not create a victory. Neither scenario allows for an Axis victory.

That is the fundamental crux of the game: the material reasons for the axis defeat are so utterly overwhelming that it would be impossible for a realistic, historic game to have any other outcome but an axis defeat. That means there is no actual strategy involved, the axis player can merely delay the inevitable, the allied player would need to make an active effort to lose the war. That is not the game we are making. Germany being able to win the war is one core pillar of the game experience, and that means it will have to be able to successfully navally invade at least Britain and occupy enough of the Soviet Union to force their surrender, both utterly ludicrous notions for anyone who actually understand the logistical requirements of those undertakings. So at its core, the game already requires us to completely abandon historical accuracy insofar as outcomes are concerned.

The reason why we have this as a core pillar of the HoI experience is because it makes the game a Grand Strategy Game. It requires both sides to use strategic decision making, because there is a real chance for victory and defeat depending on your choices and decisions. We also believe that having different strategic scenarios - with different constellations of alliances and ideally fronts in different parts of the world - dramatically increases replayability. For that, we have to sort of abandon the starting position of 1936 to present a new challenge. We still think that the historical setup is fun and a core part of the experience - can you lead your country through the chaos? - but all hard evidence shows that a large percentage of our playerbase likes the ahistoric scenarios.

It should be noted that the ahistoric scenarios are usually a lot easier to make simply because you aren't constrained by history that needs to be represented through game mechanics.


Yes, a perfect repetition of history would have the same result as the real events. I see the point you wish to go after and the message is apparent.
But, well, i actually don't share this assessment as it misses the point of what many people want to say.

To me, there is a clear and very distinct difference between just looking at raw numbers at selected points of the war and then generously judge the outcome and instead pick other events which were based on (strategic and / or operational) decisions - which would very likely lead to different results and impact the course thereafter. Your examples might very well be correct. But there are others which allow for a very much different interpretation.

As such examples we may also look at
- Germans seriously pressing to capture 350k Allied troops at Dunkirk in '40,
- Guderians panzer group not being sent down to Ukraine and back, not seeing any combat for several months during Barbarossa in '41,
- Germany foregoing Kursk, which was preferred by many high ranking generals of the staff, instead continuing to annihilate Soviet divisions in their senseless offensives as done before
- Axis securing the Med (your example), saving another 20 divisions which had to be rerouted from their way to the Eastern front - instead down to Italy


I could continue but my point is:

The game is supposed to allow for different events. We totally agree on this. But there are many non-sensical events we the players don't want to see after we hit the button for "historical game mode".

- Yugoslavia succeeded Hungary in being the main aggressor in the Balkans (pre 1.5). They shall stop DoWing Bulgaria in every game.
- USSR should stop DoWing Finland twice in every game, either puppeting or conquering the country.
- Slovakia should finally stop calling in Italy in every game, leading to an early Italian demise as they squander away their manpower and fleet against an enemy they would normally not take on their own.
- Germany should stop DoWing Norway in every game as long as it does not have any means to invade it.
- Germany should stop DoWing USSR in December '40 - the worst time to do this - in almost every game (almost as an exeption to always = they utterly failed in their winter offensive '39 !!! in the west).
- Japan should come to the idea of actually invading a spot of value (economic or strategic). They just let themselves be slaughtered at sea in every game.

I could continue... again...

As you have suspected - i am talking about decisions (scripts) of AI that destroy the historical path we seek. Balance stuff is not the main thing. Who wants to powergame, shall and will always do so - OK, to each his own. But a player trying to follow history will inevitably get upset by silly events like the ones mentioned above.

They don't make sense and they destroy immersion - at least for me.


According to the dev diary we won't get a patch until MtG. That's pretty saddening news. Could we at least get a hotfix to fix the messed script lines of the most blatant errors?
 
These are quite strong statements... I wonder if Churchill or Roosevelt shared your assessment of the situation...

The Axis could have win the war.

If, for any reason, Britain choosed to not continue the fighting after fall of France (comminting the RAF in France and loosing it during the battle of France, having all their soldiers captured by the Germans in Dunkirk, or Churchil failing to reach the prime minister position)
If, for any reason, the Germans did not fail in Russia (with more realistics campaign objectives and accepting the idea of not defeating Russia in 3 months but in 12, or Stalin being replaced and SU loosing unity of command).

The axis winning the war do not means them invading the USA and doing a WC. That is WW3
 
The US wins the war in 1945. Midway was in no way relevant to the overall outcome of the war. The sheer industrial discrepancy between the US and Japan would allow the US to make good any loses they suffered in the battle of Midway, and the island itself does nothing for the Japanese position. This is leaving aside the question if the Japanese even could have taken the island in an opposed landing. As far as I know, the Japanese only managed to carry one opposed landing against the US during the entire war - on the second attempt, at Wake Island.

So, if we were perfectly historical, getting into a war with the US as Japan would require a reload because you just lost the game.



Germany loses. Taking Stalingrad still means they have a gigantic frontline which - in that moment - is hanging in the air in large stretches. They have to garrison an enormous amount of territory full of people who don't like them. The amount of actual production they get out of the occupied territories is appalling. The US is only going to ramp up production in virtually untouchable factories and will continue to supply the Soviet Union with ever increasing amounts of material. Taking the Suez makes the allied position in the Mediterranean untenable - for the moment. However, the Axis forces are at the absolute edge of their logistical capabilities, and taking the Suez will not fundamentally change that. It also does not fundamentally get the Allies any closer to defeat. At best, it keeps Italy in the war long term instead of exposing the weak underbelly of the continent. In many ways, an Axis victory in North Africa only prevents a defeat, not create a victory. Neither scenario allows for an Axis victory.

That is the fundamental crux of the game: the material reasons for the axis defeat are so utterly overwhelming that it would be impossible for a realistic, historic game to have any other outcome but an axis defeat. That means there is no actual strategy involved, the axis player can merely delay the inevitable, the allied player would need to make an active effort to lose the war. That is not the game we are making. Germany being able to win the war is one core pillar of the game experience, and that means it will have to be able to successfully navally invade at least Britain and occupy enough of the Soviet Union to force their surrender, both utterly ludicrous notions for anyone who actually understand the logistical requirements of those undertakings. So at its core, the game already requires us to completely abandon historical accuracy insofar as outcomes are concerned.

The reason why we have this as a core pillar of the HoI experience is because it makes the game a Grand Strategy Game. It requires both sides to use strategic decision making, because there is a real chance for victory and defeat depending on your choices and decisions. We also believe that having different strategic scenarios - with different constellations of alliances and ideally fronts in different parts of the world - dramatically increases replayability. For that, we have to sort of abandon the starting position of 1936 to present a new challenge. We still think that the historical setup is fun and a core part of the experience - can you lead your country through the chaos? - but all hard evidence shows that a large percentage of our playerbase likes the ahistoric scenarios.

It should be noted that the ahistoric scenarios are usually a lot easier to make simply because you aren't constrained by history that needs to be represented through game mechanics.
Well hold on. Putting, difference of overall outcome aside for a moment. Paradox vehemently has situated this game that you "the player" are the ones that make the difference in regards to how events during this conflict turn out, in regards to the tools you provide them. Which, may not have much weight in regards of steering the overall outcome of an Axis defeat, but it never the less sends a ripple in regards to how that changes the current scenario in place. Were not asking for a complete overhaul of the outcome here in defiance of historical fact. Were asking for you to make more of an effort to refine the decisions and events in order to allow us to have more of a contribution and involvement in how those elements are manipulated at that moment in time. Problem is you really don't have enough hard cross road decisions and objective when it comes to a historic playthrough which is what people are looking for. Which I can guarantee you there are plenty of well documented choices laid out by any and all powers both in regards to military, political, economic and social plans in order to better situate their homefront, war effort or in preparation for such an encounter.

You can't just throw out there "you can do everything you want" while selling the game. Proceed, to develop outrageous scenarios that have no plausibility of occurring, (unless you got some actual facts you wish to share in regards to kaiser germany coming back or Japan going communist, or the confederacy getting revived). Then say when people want more mobility to have an impact on real world historic events (like Midway, Moscow, equipment and strategic development and so on) that did have much capability of turning out differently and using the excuse "well it wouldn't really coincide with history, or make much of a difference, so why bother?" Like thats so counter productive and entirely hypocritical of the same company that thinks the Qin dynasty had as much likely to come back as the Japanese winning the battle of Midway.

Much of the reason I suspect, why people are liking the scenarios that your putting together is because you haven't developed those historic choices enough to bring up the majesty that makes WW2 such a prominent thing. Of course there gonna go for the outrageous thing that makes the biggest splash and say its the better of the two, because you haven't bothered going into enough depth into situating enough plausible alternative historic scenarios to play out to hold their attention. So I hope maybe that you can reel yourselves in and maybe instead of opening up the fantasy book you look at maybe some more historical documents that lays out the various critical encounters that shaped the war as much as they did.

The big thing I'm getting from you so far is that your making this a choice based on the ease of making this form of content. Instead of making the effort or time to really produce something that by in large you guys are fully capable of doing. I would be fully content, as I would assume many people would. To wait a half year to a full year to get a 40 dollar DLC that still retained the scale of what the past 2 20 dollar DLCs contained but with double the amount of indepth detail and thought put into it.
 
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That is the fundamental crux of the game: the material reasons for the axis defeat are so utterly overwhelming that it would be impossible for a realistic, historic game to have any other outcome but an axis defeat.

So if material reasons make you win, how did the German win the Battle for France ? Considering that the Allies held the material superiority ?

The game belief system and thus mechanics are founded on material superiority and numbers. With that belief system, France would never have lost because they had material superiority. But as the game wants you to win as the Germans, you have to twist reality to the reverse.

It is simply that the military part of winning a world war (officers quality and training, theoretical doctrine and its application, planning, communication delay, fog of war, military intelligence, logistics etc) is not really represented.
 
I think that some alternate history paths makes sense while others don't. For example it makes sense that Germany gets the Kaiser back, but the guy leading the new state until the Kaiser's return should probably be someone such as Ludwig Beck instead of Mackensen. On the other hand choices such as Communist Japan is just like a lol what scenario, I don't have the data here but are there really lots of players looking forward to going Communist Japan on a regular basis?
 
Why is it that once a dev stepped in only the most hyper-specific of suggestions for alt-history was harped upon? There is a spectrum of opinions in this thread about what constitutes plausibility and alt-history regarding both focus trees and potential mechanics, yet all we're given is the benefit of hindsight truism that World War II was over before it began because of industry and logistics.

If the purpose of the game is truly to explore ideas like "how can Germany win?" and the solution is to purposely abstract away all of their historical problems into essentially non-issues, rather than providing players with the means to solve them, are we to understand that this is a strategy game whose historical basis is simply flavor text and names?
 
This thread makes no sense whatsoever. You want more choices on a historical path? You dislike alternative history paths? Okay then, how do you propose they add more choices for historical paths which are already set? Maybe you're asking for updated national focuses which the major nations are already getting. Germany and Japan had one, USA and UK will get one with the next update as well as non historical paths with the DLC, the rest of the major countries will at some point be updated too.
What's the issue then?
 
This thread makes no sense whatsoever. You want more choices on a historical path? You dislike alternative history paths? Okay then, how do you propose they add more choices for historical paths which are already set? Maybe you're asking for updated national focuses which the major nations are already getting. Germany and Japan had one, USA and UK will get one with the next update as well as non historical paths with the DLC, the rest of the major countries will at some point be updated too.
What's the issue then?
Though the OP is about focuses in particular, the thread has developed into a general question of game design and to what extent history is attempting to be modeled, and to what extent it ought to.
 
So if material reasons make you win, how did the German win the Battle for France ? Considering that the Allies held the material superiority ?
Allied mistake in keeping a hole open in the defensive line, together with a failure to intervene on the gap covering the abject silliness of running away without a rearguard. The horrifying morale conditions of the Armèe de l'Aire - an arm that was defeated before even flying - ended up enlarging these problems.
 
Yes, a perfect repetition of history would have the same result as the real events. I see the point you wish to go after and the message is apparent.
But, well, i actually don't share this assessment as it misses the point of what many people want to say.

To me, there is a clear and very distinct difference between just looking at raw numbers at selected points of the war and then generously judge the outcome and instead pick other events which were based on (strategic and / or operational) decisions - which would very likely lead to different results and impact the course thereafter. Your examples might very well be correct. But there are others which allow for a very much different interpretation.

As such examples we may also look at
- Germans seriously pressing to capture 350k Allied troops at Dunkirk in '40,
- Guderians panzer group not being sent down to Ukraine and back, not seeing any combat for several months during Barbarossa in '41,
- Germany foregoing Kursk, which was preferred by many high ranking generals of the staff, instead continuing to annihilate Soviet divisions in their senseless offensives as done before
- Axis securing the Med (your example), saving another 20 divisions which had to be rerouted from their way to the Eastern front - instead down to Italy


I could continue but my point is:

The game is supposed to allow for different events. We totally agree on this. But there are many non-sensical events we the players don't want to see after we hit the button for "historical game mode".

- Yugoslavia succeeded Hungary in being the main aggressor in the Balkans (pre 1.5). They shall stop DoWing Bulgaria in every game.
- USSR should stop DoWing Finland twice in every game, either puppeting or conquering the country.
- Slovakia should finally stop calling in Italy in every game, leading to an early Italian demise as they squander away their manpower and fleet against an enemy they would normally not take on their own.
- Germany should stop DoWing Norway in every game as long as it does not have any means to invade it.
- Germany should stop DoWing USSR in December '40 - the worst time to do this - in almost every game (almost as an exeption to always = they utterly failed in their winter offensive '39 !!! in the west).
- Japan should come to the idea of actually invading a spot of value (economic or strategic). They just let themselves be slaughtered at sea in every game.

I could continue... again...

As you have suspected - i am talking about decisions (scripts) of AI that destroy the historical path we seek. Balance stuff is not the main thing. Who wants to powergame, shall and will always do so - OK, to each his own. But a player trying to follow history will inevitably get upset by silly events like the ones mentioned above.

They don't make sense and they destroy immersion - at least for me.


According to the dev diary we won't get a patch until MtG. That's pretty saddening news. Could we at least get a hotfix to fix the messed script lines of the most blatant errors?

Bravo. This is exactly how I feel about the issue. I think at least the kookiest alt-history stuff should be up to the player to pursue. The problem is that whatever the historical focus is doing, it's not enough to keep the A.I. within the realm of reason. I wouldn't mind occasionally seeing the Germans invade UK, and dealing with them before going after the Soviets and what not, but at least the deviations should be based on reasonable, non immersion breaking strategy. Axis winning in the North African Theatre is ahistorical, but it doesn't fly against the "spirit" of the period, and is thus acceptable, so long as it only happens occasionally. But there clearly are some annoying and immersion breaking patterns forming with HOI IV.

To be fair though, this is not an issue that's unique or new to HOI IV. I've yet to play a game in either HOI III or the Darkest Hour, where Germany doesn't knock the Soviets out in a year or two, or where the US does something other than twiddle their thumbs after joining the war. In DH I've yet to see a game where Spain acts historically, and stays out of the war. They join in the autnum of '40 like clock work. Every. single. time. In III, the Finns also seem to grow out of the ground like mushrooms, which they then form in to divisions and send to fight in Italy by the hundreds of thousands.

Bottom line being, that while ahistoricity is necessary to give the Axis even a slight chance of winning, there's an immersive "true to the period" way of making these deviations.
 
These are quite strong statements... I wonder if Churchill or Roosevelt shared your assessment of the situation...
Churchill thought Britain could be invaded in 1940, and planned to send the government to Canada if that happened. After the Battle of Britain, he thought Britain couldn't lose. After Pearl Harbor, he thought victory was only a matter if time. So, kinda.

The last time Churchill and Roosevelt could worry about the ending was in the summer of 1942, when the Soviet lines seemed to be collapsing under the German push to the Caucasus. But even then, the Soviet were just delaying.

Maybe the German could have reached a lasting dominance of Europe if Britain had made peace in 1940, or if the Japanese had attacked Siberia rather than Pearl Harbor. Hindsight says it was too late after that. Stalingrad was the point where the tide turned, but it could have happened earlier or later.

That said, of course the Axis was very much not defeated in 1942. Millions of soldiers still had to fight and die for that to happen, and things like "the Axis couldn't win after 1942" only work under the implicit assumption that they would. Saying something is inevitable is one way to make a likely event not happen.
 
Churchill thought Britain could be invaded in 1940, and planned to send the government to Canada if that happened. After the Battle of Britain, he thought Britain couldn't lose. After Pearl Harbor, he thought victory was only a matter if time. So, kinda.

The last time Churchill and Roosevelt could worry about the ending was in the summer of 1942, when the Soviet lines seemed to be collapsing under the German push to the Caucasus. But even then, the Soviet were just delaying.

Maybe the German could have reached a lasting dominance of Europe if Britain had made peace in 1940, or if the Japanese had attacked Siberia rather than Pearl Harbor. Hindsight says it was too late after that. Stalingrad was the point where the tide turned, but it could have happened earlier or later.

That said, of course the Axis was very much not defeated in 1942. Millions of soldiers still had to fight and die for that to happen, and things like "the Axis couldn't win after 1942" only work under the implicit assumption that they would. Saying something is inevitable is one way to make a likely event not happen.

It just seems absurd to me to observe one outcome of history, drawn from the distribution of all possible outcomes, and state that this was the ONLY possible outcome.

Someone needs a refresher in basic probability, even if we are talking about the tails....
 
Allied mistake in keeping a hole open in the defensive line, together with a failure to intervene on the gap covering the abject silliness of running away without a rearguard. The horrifying morale conditions of the Armèe de l'Aire - an arm that was defeated before even flying - ended up enlarging these problems.

So you have a numerically and materially inferior force winning. Material superiority does not equate acquired victory which is the idea conveyed by Archangel85, Vice Deputy Content Lead HoI 4.

On what you said there several errors:
- There was no hole open in the defensive line. Troops were stationed in the Ardennes sector and the Germans did not just walked through a gap in the front.
- L'Armée de l'Air were preparing for a long war so intended to ration the aircraft and their usage, they did not match the aircraft concentration of the German Airforce. Additionaly when they were used, the ineffectiveness of Allied airpower was in part due to poor organization to allow ground commanders to request air support directly from the air force leading to air power being spent in penny packets. Not so much because they were "demoralized".
 
They had fairly accurate information, though. Their intel did a great job in estimating and predicting German production capabilities.

I think their imagination of defeat wasn't that German marines will land in New York but something like a failed D-Day with hundreds of thousands of casualties which could cost their position and undermine their society. That was a realistic scenario.
 
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