Defenders are disrupted only to the extent that they are seriously "pressed" in battle. An attack of 1:10 will not significantly disrupt a defender, while it WILL create serious disruption in the attacker. If anything in WitP the gameyness is against the attacker as his troops are effectively ordered to spread out over that 60 mile front and attack, instead of probing an area.ORIGINAL: Alfred
IRL, the rule of thumb is 3:1 for a successful deliberate attack. In WITP, if you launch a rolling attack, as argued above, the entire defence line gets disrupted over 60 miles, not just adjacent elements not immediately in contact. Now if in WITP you launch a rolling attack with 33.3% of your force (assume that the attacker has an overall advantage, preferably 3:1, before urban etc modifiers), you could argue that roughly equal numbers on both sides are affected by the WITP disruption. To me that seems probably acceptable, but at only 10-15% of available attacking forces, such an attack would be borderline gamey and definitely too reminiscent of Trollelite.
Alfred
The way that this tactic could be considered gamey is that I believe it will require all the defenders to defend, thus making them use supplies at a higher rate. But the attacker pays the price by attacking at lower odds and taking higher casualties.
Further, how do you distinguish between units resting in that 60x60 mile hex and those that are resting in that 60x60 mile hex next to it? Is it gamey to have units resting in an adjacent hex and how is that different than units resting in the same hex?
Further, how would any of this be more gamey really than conducting AF attacks every turn to keep bases using supplies for repair?
No game engine is perfect, but I don't see that in general this is at all a gamey tactic. That's just my own two cents.
Edit: to me what would be highly unrealistic is to require a besieging army to only make full on frontal assaults...that's not the way a siege works.



