JAMiAM -> RE: The most frustrating feature of TOAW engine (10/27/2005 12:02:01 AM)
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ORIGINAL: golden delicious quote:
ORIGINAL: JAMiAM Supply soaking is such a misnomer, based on incorrect assumptions. Supply level only directly accounts for a quarter, at best, of a unit's strength. It is the readiness hits to a unit that is much more telling, since that affects both the unit's Strength, as well as its Quality. Right. The effect is the same. quote:
The sequential attacking by assymetric forces - lesser forces in probes, and greater forces in attacks intended to take the hex - is reflective of the real world tactics of probing for recon, This might be valid if you were making those probes for the purposes of recon. You're not. You're making them to drain the enemy's supply. No, the effect is not "the same". It is manifold. There is, of course, the obvious disproportionate drain on the defender's supply state. The straight 10% supply usage per engaged tactical round is one of the weaknesses of the supply system in TOAW, but one that when you consider "normal" supply to be 1%, becomes moot. Further, as mentioned above, it directly contributes to no more than 1/4 of a unit's strength. Other effects are the change in defender's readiness. This is entirely consistent with military operations. The "edge" or "shine" of a unit that is rested is quickly worn off in battle, and as the length of time that a unit is in a state of engagement, the less prepared its defenses usually become (barring the spontaneous creation of more suitable defensive positions, ala Monte Cassino, or urban destruction). Thus, when a unit, or multiple units over multiple series of attacks, continuously badger the defenders, then they wear them down and prepare for the commitment of the main force. This is a valid military tactic. In terms of the game engine, the lowered readiness of the defenders translates into lower combat efficiency, as well as the tendency to break off combat and retreat, since the unit's quality is lessened, and thus it becomes more likely to fail the morale checks. Valid military tactic, and the equivalent possibility for implementation through the game mechanics. Another reason for launching the preparatory attacks is to draw in any reserves that may be lurking about. Please don't tell me that diversionary attacks, or recon in force type attacks, have no place in standard military tactics. If my attacks reveal large concentrations of enemy forces, I can better determine whether followup attacks should avoid, or target the hexes, as circumstances warrant. Finally, after I've been able to identify the weaker spots in the defender's lines, and have caused them sufficient distress, then I can begin to more intelligently assign attacks with the purpose of taking the hexes, driving out the defenders, and creating opportunities for further advances and reinforcing the success. Again, the big picture of intelligent tactical doctrine, supplementing the operational aspects of the conflict, is retained. Please don't tell me that valid, historical, and successful military operations do not take all of these factors into account.
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