ORIGINAL: golden delicious
Well, there's two scenarios here. Either the commander has decided that he can't hold his position, or he loses control over his subordinates and is unable to force them to stay in their positions.
The latter's primarily going to be a function of losses. Further, a high portion of losses compared to the attacker suggests the attacker is winning on the tactical scale and forcing units out of their positions. That's why I'm in favour of using that ratio.
A morale check failure is an involuntary result - there's no "cost vs. benefit analysis" involved (that would be a voluntary retreat made during the friendly movement phase). So, while friendly losses may figure into it, I don't see enemy losses doing so. Worse, as I've said, most losses are caused by support. So, high friendly losses will not usually represent success by the attacker on the ground, but rather just that the attack was heavily supported. Again, bombardments don't gain ground - that is done by ground forces. I still say that odds are a more realistic factor.
A large attacking force which makes no serious impact on the defender is not going to cause them to retreat.
Maybe not, but it's usually a safe assumption that it is making serious impact. It has to inflict some losses to get any morale check to begin with - and the game doesn't remember what losses it may have inflicted in previous rounds. For certain, facing heavy odds would be a factor in that involuntary morale check result.
Not if you use the %. Typically, the defender is taking significantly less losses in absolute terms, but may well be taking 20-50% losses and still holding the hex under the current situation. The attacker will generally only take 5% losses per round.
If that were true we wouldn't even be having this discussion. A unit that is taking those kinds of losses per round would quickly be evaporated or reduced to RBC size in a few rounds.* This problem would never have been noticed.
Support skews losses badly enough to ruin your theory. Defender support will decimate the attackers regardless of the size of the defender. Attacker support will cause most of the defender losses. And there just isn't going to be that great a differential between the two on a per-round basis.
*(Note that RBC ability has been enhanced under 3.4 - a factor that was expected to counter some of the defender enhancements. Players need to make sure that they don't overlook that).
And think what that means: It's "bombard to victory" all over again (almost). Attackers will risk no more ground force than necessary to pass the first AR check (1:1 at most). They will then pile on the support to ramp up the losses. In fact, the round may end with all attackers broken off, yet still force a retreat due to the losses incurred.
For certain, odds are a more
workable solution. And think how much more interesting the game will be if players have to pay attention to combat odds for once.
Excellent. These global or force specific variables are gold dust for designers.
It's something TOAW has needed even if there hadn't been this problem. WWI was just different from WWII. It wasn't just because both sides were heavily entrenched that there was a stalemate. Even during the mobile phase it was much harder to gain ground than in other wars. Part of the reason the Schlieffen Plan failed was that the German tactical commanders found that they had to keep increasing the odds to keep to the advance schedule. This forced them to contract their lines so much that they had to pass under Paris instead of around it.
Mm. But were offensives in TOAW generally too easy in 3.2? I think you're agreeing that they weren't, because of two problems that cancelled each other out.
I think there probably were designs out there that depended upon that gamey tactic for their scenarios to work, just as there were players that depended on it. For sure, ditching that tactic will make things harder for those designers & players. They're going to have to use the entire TOAW tool box. And, again, that's a good thing.