RE: Casualty Madness
Posted: Fri Jan 07, 2011 1:24 pm
delib attack, think assault-think taking ground
hasty attack, think meeting engagement, movement to contact
hasty attack, think meeting engagement, movement to contact
ORIGINAL: ComradeP
Also keep in mind that the forces in the AGS area retreat rather than surrender after many battles, which will mean you will have to take hundreds of losses attacking the same isolated unit a number of times. Somehow, their slightly higher morale/experience has a huge impact.
ORIGINAL: Singleton Mosby
ORIGINAL: abulbulian
bwhealty also posted that he feels the loses to a hasty attack should be on average more than deliberate attacks. I agree and I think logically in most cases it makes perfect sense. Deliberate attacks have invested the time to scout best attack routes, plan for contingencies if things go wrong, etc. Thus lessening the causality factor.
I disagree with this suggestion. A hasty attack doesn't pack the punch a deliberate attack does because only a small portion of the unit is used for the attack. Hence the casualties are relative light. A deliberate attack is a prepared attack by an entire unit, mostly used against a stronger defense.
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15.2.1. HASTY ATTACK
Defined as “...an attack in which preparation time is traded for speed in order to
exploit an opportunity,” hasty attacks will generally result in higher attacker and
lower defender losses than a deliberate attack. A hasty attack will require the
expenditure of three MP’s for a motorized combat unit and two MP’s for a non-
motorized combat unit. Only a single stack of combat units can participate in a hasty attack
and their Combat Value (CV) will be reduced by one half for all steps in which CV is calculated.
Support units can only be committed from eligible headquarters units that have not expended
any movement points during the current turn. Note that support units attached directly to
combat units will always be committed to battles to which the combat unit is a participant.Code: Select all
15.2.2. DELIBERATE ATTACK
Defined as “A type of offensive action characterized by pre-planned coordinated
employment of firepower and manoeuvre to close with and destroy or capture the
enemy,” deliberate attacks require the expenditure of sixteen MP’s by motorized
units and six MP’s by non-motorized units. Multiple stacks of combat units
can participate in a deliberate attack against an adjacent defending stack. Unlike a hasty
attack, support units can be committed from eligible headquarters units that have moved
during the current turn. In addition, Artillery combat units that have sufficient movement points
remaining may participate in a deliberate attack from two hexes away from the defending unit.
The artillery combat unit must be selected just as any unit would be selected to add into a
deliberate attack (5.3.1). If all units launching an attack are artillery combat units that are two
hexes from the target hex, then only artillery units from both sides can fire and no support,
reserve or air group units will be added into the battle for either side.
ORIGINAL: Joel Billings
No one has commented on the fact that a very large part of the 700 losses in the example above might actually be damaged elements that repair, leading the actual long term (KIA/disabled) losses to be much less than 700. This is especially true for high experience German units that tend to take lots of damaged results and less destroyed results, and given their high experience tend to repair more quickly. I could be wrong, but you need to study the permanent losses that result from these battles, not the "casualties".
I'm thinking that after a combat report in which the german losses "700 casualties" you should be able to go to the casualty screen and see that fewer soldiers actually died.

ORIGINAL: Joel Billings
When attacking a unit, you always want it in a position where it can only retreat to a hex adjacent to an enemy unit. This ZOC to ZOC retreat will cause extra losses and greatly increase the chance of surrender if the unit is isolated. So move and attack in such a way to put the units in a pocket in this position.
No one has commented on the fact that a very large part of the 700 losses in the example above might actually be damaged elements that repair, leading the actual long term (KIA/disabled) losses to be much less than 700. This is especially true for high experience German units that tend to take lots of damaged results and less destroyed results, and given their high experience tend to repair more quickly. I could be wrong, but you need to study the permanent losses that result from these battles, not the "casualties".
ORIGINAL: dwesolick
Well, I've been cleaning up the "Lenigrad pocket" (finally got that "right hook" strategy to work, but man it was a grind!) in late fall 42 of my GC and I can only DREAM of suffering 500-700 casualties per attack.
I am routinely seeing casualties of 2000-5000 per attack. Now granted, most of these Soviet stacks are in level 5 forts, but they have been isolated for weeks and I am attacking each stack with overwhelming force (and total air control, over the Leningrad area anyway), and usually from 3 or 4 (sometimes 5) sides.
In a couple cases I even had results where I suffered 7000+ casualties while the (isolated....for weeks) defenders suffered around 1000 and held! I had to restart the turn...cheesy as hell I know [8|] but I just couldn't stomach such results. I know, I know, these things can happen in war....Thermopylae, the Alamo, Bastogne, but still.....
Still the numbers make no sense given the odds
I too experience these types of inflated loses in my AI game when trying to clear out ISOLATE
ORIGINAL: Joel Billings
When attacking a unit, you always want it in a position where it can only retreat to a hex adjacent to an enemy unit. This ZOC to ZOC retreat will cause extra losses and greatly increase the chance of surrender if the unit is isolated. So move and attack in such a way to put the units in a pocket in this position.
No one has commented on the fact that a very large part of the 700 losses in the example above might actually be damaged elements that repair, leading the actual long term (KIA/disabled) losses to be much less than 700. This is especially true for high experience German units that tend to take lots of damaged results and less destroyed results, and given their high experience tend to repair more quickly. I could be wrong, but you need to study the permanent losses that result from these battles, not the "casualties".
ORIGINAL: Cannonfodder
Taking losses while clearing out a pocketed but fairly determined enemy should be costly...shouldnt it?
ORIGINAL: jomni
ORIGINAL: Cannonfodder
Taking losses while clearing out a pocketed but fairly determined enemy should be costly...shouldnt it?
Yup just like every island in the Pacific.