ORIGINAL: Curtis Lemay
CFNA has an Attrition Divider of 4 (compared to the default value of 10), so combat is 2.5 times as bloody as normal. This is due to the half-week turn interval. (More time = more blood).
What is the rational for increasing the bloodiness of the combat "due to the half-week turn", especially in light of the "(More time = more blood)" comment. ("half-week" would suggest "less time")
Combat is not scaled by the program for the length of turn like movement is, correct? It's on a "per instance" basis, right?
Is your comment to indicate the default Attrition Divider of 10 is nominally for weekly turns?
Is there systematic manner to approach setting the Attrition Divider? There doesn't seem to be any pattern in established scenarios. You seem to be consistent with CNA, France 1944 and Next War half-week turn scenarios having a divider of 4. However, FITE2 and Dir 21 with half-week turns both use 6. Most scenarios (ranging from 6 hour to full day to weekly,etc) leave it at 10. Red Thunder II is an exception with daily turns and an Attrition Divider of 30.
Any light you could shed would be appreciated.
Thank you.