I see that we’re in agreement to a certain degree, and I will grant that in many cases new data requires new models. This is quite true of games based in Ancient times, and if I am referring to P. Sabin work quite a bit is not by accident. When you only have heavily corrupted accounts of the historical event, new data - as new archeological evidence, somebody raiding the Vatican Library - can turn the narrative upside down. For example, and as already pointed, the matter of scale - size of armies, frontages, etc. - is problematic. Several “classical” accounts of major battles were shown by Sabin to be wrong at a fundamental level. Wrong as in not making any sense at all, once some makes some modest assumptions about the laws of Physics, and human psychology and physiology now and then.
Another, more recent example where the same you refer to happens is early Horse & Musket, like the games covering the War of the Spanish Succession. The historical issue with gaming in that era is that we know that platoon firing was identified by a number of contemporary memoryists as a key advantage of the English army (and of any army who used the same firing tactics). Yet, several studies point out that the overall weight of fire over a period of time, regardless on how it is distributed over that period, is the defining factor to gain a tactical advantage by attrition of the enemy, morale effects being difficult to quantify. So systems where model French units as fundamentally incapable of overpowering their English counterparts in close quarters need to have massive question mark over them, and I would say that it is not crazy to think that the importance of platoon firing has been overexaggerated by chest beating British historians. This can be appreciated for instance in this (non-academic yet very well researched) article by Jeff Berry
that suggests a very balanced way to account the effects of platoon firing. It would be interesting if anyone here is aware of systems that follow Jeff’s reasoning.
When it comes to WW2… I think not, new data will hardly cause a re-evaluation of any model… unless the model itself is making undue assumptions of efficiency due to “nationality” (for instance, Trevor Dupuy’s QDJM or some other jumble of letters). If you have been desigining a model around a particular outcome - Germans in good defensive terrain are hard to dislodge - it is way too easy to make a call to introduce a magic number to make the model “work”. Dupuy’s model is probably one of the most influentials in both board and computer war games, as his algorithms probably have been re-implemented, simplified or reinvented in spreadsheets by countless war game designers over the past 40 years.
That’s an example of what I call overfitting.
Another issue which doesn’t affect computer simulations is when humans misinterpret the rules or play them as if they were computers rather than people. That means that the rules where written expecting a very specific emotional reaction. For instance, your game with @Navaronegun had a bit of that… no Spanish player would have allowed your Republicans to take Zaragoza or keep Segovia.
Pat decided to go for the KO blow - take Madrid, damn all those funnily named Spanish cities - forgetting about the SD rule, which is modelling the fact that during the very few first months of the war there weren’t two sides, there were many sides, cooperating with each other to some extent (or not at all). The fall of Zaragoza - a major religious center and home of the Spanish military academy - so early would have been a major political disaster for the Alzamiento and a major boon for the lawful government of the Republica. Does that sound harsh from a gameplay perspective? Yes. From a historical standpoint? A bit of a stretch, but within the realm of the possible, as the sudden death wouldn’t imply that the revolting army officers would decide to disband their troops and go back home or exile. But rather, it is just a shortcut to avoid 150 turns of inexorable defeat.
On the other hand, GMT SCW serves me as well as an example that illustrates how hard can be to fix problems in models & data - rules, charts and materials - as used by boardgames. In GMT SCW, rating the early Republican columns with attack factors is actually ahistorical - I don’t think it is controversial to observe that ability to initiate offensive operations requires some level of staff work, something which was simply not existing for the Republican side at that point in time. Other than the North African Army, the readiness of Spanish army units in the Peninsula was abysmally low too, yet I would concede to them some offensive power.
With a relatively speaking, simple change, changing the counters from 1-1-3 to 0-1-3, you would get the kind of highly assymetric nature of the first period of the SCW. How hard would be to “fix” that in a digital version of SCW? Like entering a relatively complex Search & Replace query on Excel… And in the real world? You need to redo the counter art (even for VASSAL).