ORIGINAL: Curtis Lemay
Advances into territory that started the turn enemy controlled is a percentage cost.
The hex conversion is a % but the terrain cost is an absolute. Because it's usually quite a small % and there's a rounding factor, a unit with 19 move will pay 2 MPs and a unit with 6 move will also pay 2 MPs.
Regardless, some units attacking a fortified line will tend to expend most of that 10 rounds. They will break through twice as fast unless there is an AD change.
No because they will also take double the casualties, and so be much more likely to break off early. There's another point for you: in a given combat, you're likely to have fewer units fighting on second and subsequent rounds if the AD is higher.
Moreover, you're treating units fighting in a static engagement as the norm when it is really more of an exception. Fortified lines tend to in reality be multiple lines- and again, here's where your model breaks down. At some scales, those lines may be in distinct hexes- and you'll have to move to get in touch with the others. At other scales, the lines will be in the same hex, and in these cases, you should not assume that the whole defending unit is fighting in any given combat: the second line units will be waiting in their positions.
What difference does it make what size units are used? It's still just X amount of force attacking Y amount of force.
No, you're wrong. A unit in TOAW either attacks or it doesn't, but if you were to zoom in to a lower scale, some of the elements of the unit would actually
not attack. As such your design needs to ensure that what happens when one division attacks another is as close as possible to how it would look if you were to zoom in: you have to assume that only a certain portion of the unit will
actually fight.
Results trump "feelings".
All you've done is present flawed logic, not "results". Your approach is typically extremely purist, and you systematically exclude factors which mitigate or conflict with what you see as the single driving force which decides everything. It's absolutely important for the designer to consider Attrition Divider, and all else being equal a longer turn scale will tend to favour a lower attrition divider, but the idea of this being an inverse proportion as if we were talking about the force of gravity or something is too absolutist for scenario design, which is far more art than science.