From what the log file indicates, I think the defense factor [DF] plays a role in the resolution of overrun actions. As noted with the lab scenario and the SPSAMs versus tanks, this can generate unrealistic combat outcomes: not because of losses to enemy fire, but losses caused by a unit being repeatedly forced to retreat until it evaporates. As Larry suggested, the DF for the Barak SPSAM is set too high. This is one instance in which a scenario designer, by setting up a new piece of equipment with a lowered DF, can correct this issue.
Of course, this solution immediately poses the question as to what a realistic DF should be for a given item of equipment. And that question cannot be simply answered because of the logic employed by the game's software. First, let us consider a definition that was given for DF (this quote was attributed to James Matthews; my apologies to James if that attribution was not accurate.)
The defense factor is a number that, for the vast majority of equipment types, is scaled from 1-10 and represents a rough ability of that equipment to absorb firepower without being destroyed. Equipment is defined here, as items within the database, whether they are multi-man items like squads and teams, or singleton items like AFV’s, and Guns, which also may be multi-man operated.
But for a scenario designer trying to alter the DF of equipment, there is a serious caveat to bear in mind. And this caveat is that in many equipment item cases, the software ignores the DF entered into the equipment file, and calculates a DF value that the game uses for that equipment. Most of these autogenerated values concern guns and vehicles. Any towed, fixed, self-propelled, or railway gun will have an autogenerated DF. Any armored vehicle (as set by Flag 0) will have an autogenerated DF. This last observation also applies to SPSAMs if they are an armored target.
Vehicles like the Barak SPSAM fall into a category that one might call "soft vehicle without a ranged antipersonnel weapon". With these equipment items, the DF can be directly set in the equipment file, and for some reason, the Barak ended up with a DF of 12. Besides these kinds of vehicles, the DF can be directly set for trucks, helicopters, fixed-wing aircraft, ships, personnel squads, and the armored train.
I will put up another thread that explains which autogenerated values are used for SP guns, etc.
The use of DF in overrun combat can produce illogical outcomes. But a scenario designer could potentially use this quirk to advantage. Say we want to craft a force that has a talent for overruns and forcing retreats (Chinese infantry in Korea, November 1950?)
The autogeneration of DF values produced an extended discussion in a thread about the "Europa 1947" scenario; mentioning items such as SP-guns getting a higher DF than a King Tiger tank. In combat against armored targets, it does not matter. But the way combat power is calculated for overruns makes one wonder, once again, if these autogenerated values could provoke unrealistic combat outcomes.
Cheers