ORIGINAL: phoenix
So you agree the avoidance routes are no good, anyway....
The examples mentioned (anecdotally, because this is a forum and everything here is an anecdote, in this sense - we aren't going to be there to see for ourselves, because it's a game - though many saves have been sent, by Daz in particular)have included surrounded and outnumbered single enemy units under suppressive fire managing to 'interdict' supply into the units surrounding them, without there being any enemy LOS at all onto the supply chain (except right there at the front). I think that's a no brainer, myself....
No, I didn't say that avoidance routes "are no good" at any point.
Avoidance routes go around "known" enemy emplacements, and become problematic when there is a potential an enemy unit has infiltrated behind friendly lines and set up a fire position in a site out of the LOS of friendly units until a supply column bumps into it.
I identified the images as "anecdotal" because they are not game saves that can be analyzed for all the dynamics controlled by the combat engine, or replayed from the point of save to determine if the "error" they are supposed to help correct is repeatable and occurs consistently.
Most of those anecdotal images show a LOS for enemy direct fire (or indirect fire control) units that extends for a significant distance behind FLOT, and reflects enemy units that possess weapons which can hit a supply "asset" within that LOS zone.
If the enemy can "see" a target, and has a weapon with enough range, it has the potential to "hit" that target.
The 100-percent loss messages sent back to headquarters don't indicate where the supply delivery was interdicted, when it was interdicted, other than sometime between the time it was dispatched and the time the message arrives, or how frequently it was interdicted along its route.
The 100-percent loss messages also does not indicate whether it was a single shot, or cumulative damage that caused the kill.
Without knowing how damage is calculated by the engine, it just might be like real war, where the first hit(s) didn't do anything critical to the platform(s), the second hit(s) did some damage, the third hit(s) did a little more damage, and the fourth hit(s) killed the target.
Messages that a smaller percentage of the supplies got delivered than those demanded and Estab data for weapons and targets that could be used to model it tend to indicate that damage assessment is cumulative based on the combat physics of time in a firing unit(s) LOS, rate of fire and range for that unit(s) weapons, and the likelihood (probability) or calculated amount of damage an individual rounds from firing weapons can do to a modeled platform.
Those are the combat dynamics used to model force effectiveness in the US Army. I have no indication so far that Command Ops engine, other than the target computer system for the software, differs in any way than what was modeled in those simulations, except to the level of granularity that is used to define the system design for Army models compared to the data collected in the Estabs.