ORIGINAL: gwgardner
At 20-25 miles per hex, an armored breakthrough can be modeled by blasting a hole in the enemy line only 1 hex wide. Advancing armor into that 1 hex hole is suicide with the default retreat rules, because even a very weak throw-away counter-attack has a chance of wiping out an entire armored corps.
Surely you understand that, in terms of gameplay, you must stretch your expectation of historical accuracy and scale to accomodate the needs of a limited game engine? I agree that, in scale, 20-25 miles is more than enough space to effect a breakthrough and exploitation in many terrains, but as far as the game systems go, might not another hex or two be more prudent and realistic?
I'm not sure I agree with the overall premise that a player "should" be able to confidently exploit from a one-hex breakthrough utterly free from the fear of a lucky counterattack.
Modding the retreat probablities to nil, which seems to be the current solution, appears to create yet another unfavorable situation. Wont this now require the attacker to expend ever more strength and AP to achieve the breakthrough? Now that the defenders have virtually no chance of retreat, we can stack them three or four deep and force the attacker to literally destroy them all in detail, rather than force the retreat to create space. Is this really a balanced trade?
Obstacles are what you see when you take your eye off the goal.