ORIGINAL: moses
I don't think anyone has said that the game is broken. I don't think that the game problems that have been raised in this thread result from the use of loopholes or from ungentlemanly play.
In world war II infantry combat the defender had an advantage. It was possible for a defending force to fight a delay inflicting casualties on an attacker while gradually wearing him down. One would expect this to be possible in the game. But try and fight a delay in Burma or China.
In Burma for example: It should be possible to have a bde defend a hex against a divisional Japanese force. The hope would not be to stop Japan but to fight, inflict some casualties, buy some time, and then withdraw to the next defensive position. Try this in the game. Your brigade will be crushed in one turn. You will have lost in the range of 25-30 % casualties and your morale will be reduced greatly. The Japanese will lose absolutly nothing or at best a squad or two. Kill ratio's by the attacker of 100-1 are normal.
A delaying action is therefore almost impossible to conduct which directly causes the problems that have been noted in the large land theaters. Combat is far too decisive and quick. Its a winner take all system which seems more appropriate to a game which simulates ancient warfare than a game of WWII.
I have simply suggested that by shifting the balance slightly in the direction of the defender you might very well correct the problems with land combat in the game. Preferably this would require a SLIGHT increase in actual kills to the attacker and some change to increase the attackers supply requirements or decrease their supply.
MOSES.....And all I am saying is that if you can do in the game what you could not to
in reality, the rules/system has a "loophole". It doesn't matter if it's something as
blatent as being able to smash the Russians by taking advantage of a poor deployment
your opponant has no control over----or a "glitch" in the combat system that allows
the Japanese to make a dozen low-odds, high support "attacks" at 1:10 or 1:20 odds
and inflicting hundreds of casualties every time while suffering NONE ( that's zero, nada,
ziltch). You point out that "delaying tactics" don't work, but it's even worse in that they
often actually "speed up" the attacker by allowing a 60-mile jump of pursuit.
Maybe we don't agree on what to call the problems, but we both agree that there are
problems. I call them loopholes because they are exploits of areas in the design that
the designers didn't anticipate (at least I want to believe they didn't anticipate them---
if they thought this was really the way things happened, that's a totally different prob-
lem). It's a huge project, and 2by3 has limited resources, so loopholes were inev-
itable..., but this reluctance to close them as they are discovered, or to somehow
excuse or gloss them over, is a real dissappointment. And saying "fix it with the editor"
is just a cop out. If you buy a car that doesn't run, you take it back to the dealer and
ask that it be repaired or replaced with a working model.