I am referring to the game Strategic Command + WaW. In this game the player moves units to and fro. With Fog of War, combat results or even probabilities of combat or contact in that move or the next players move. Then we have Headquarters with "field commanders" that may or may not be involved with a combat situation; only to add their respective factors to the combat. Contact made with units coming out of the fog of war is a form of limited intelligence. Therefore, it is illogical to assume that a player's intelligence is to blame for enemy units and subsequent combat when the enemy units, strength, inherent modifiers, their HQ modifiers, air support, CVs, ships, artillery etc are not there or were not there before contact.
That is why I started this dialogue. Here is a good analogy: We are in a rifle company with one hundred men. We start the week in good order and dug in.
Suddenly we are hit with aerial bombs and a nasty artillery barrage...poof thirty of our boys are done and many wounded some in shock. Now we see enemy infantry approach with tank support, ready for an attack. How long do we hold out for this WEEK? Stand and die? Or does our Sergeant tell us to bug out, since the Lieutenant is already dead...?
I appreciate and enjoy the fog of war feature. It is my view that the game doesn't provide us with an AI that will make some command and control If/Then decisions when units are hit over and over again in one turn.
The remedy is to modify the CRT, there are D6, D8, D10 and D20 Combat Results Tables that are not convoluted excercises for Code writers. The Retreat parameters are key elements for the job. I'm not a code writer, I used to deal with em but don't have the knowledge. I believe that when a unit suffers 30 - 40% losses it should slip into the probabilities of the Retreat line. Given the scope of SC, land units would have to retreat two and maybe suffer another hit in doing so, a 50% probability. If the CRT were to have a unit Shattered result, then the unit would leave the field and then show up at the nearest City in the following turn with a low randomized strength. That is an alternative to a Unit Destroyed result, when that unit is wiped out completely and returns to the Purchase Pool.
nobs