ORIGINAL: morvael
CV in combat is a problem. As I have proven using math, that what you see on counters is not what you will see in combat. Expected value of combat CV is not scaling linearily with those you see on counters (simple case: unit with morale 100 has double CV in combat, with 0 it has half CV - thus morale 100 is four times better than morale 0; formula used for on-counter CV introduces completely different relation: normal CV for morale 100, half for 50, zero for 0). Modified CV in combat is divided by 10, to bring it closer to on counter values, but it has different spread. I could have put expected values on counters but it was decided players will be confused by completely new values and those values would have trouble to fit on the counters - a panzer division could have a CV of 60 for example. At least I have made the AI know of those values (which the players learns to "feel" by experience).
The best incentives to fight when it's not optimum choice from pure battlefield result perspecitve is making victory conditions that reward "suicidal" tactics, which cannot be otherwise expected to be used by any sane player. Twilight in the East or Napoleon's Triumph boardgames have been my inspiration in this matter. Unfortunately WitE campaign conditions are not giving any incentives for that. Good VC are the base on which any wargame must be built. Here, they look like they were added half-baked, without real thought behind them ( this is not a sandbox game to which such VCs belong).
One of the best posts.
YOU have to get a feel for what will work. The posted CV's are really a joke.
The victory conditions ARE imo, a major part of the problem as well.


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