ORIGINAL: Curtis Lemay
This isn't theory. I've applied it to multiple scenarios. Scenarios that work.
It's astonishing that every scenario that was made prior to the Attrition divider being introduced is garbage, eh- since the designer was forced to accept the default value even though it should have been one fifth or five times what it was according to your unbreakable rule.
Anyway, it may surprise you to learn that I also design scenarios. I've found that pushing the divider more than a few points one way or another makes combat extremely weird, because the whole TOAW combat model was built around the default value. Either units are annihilated without having the chance to retreat, or determined attacks bounce off hopelessly because it's impossible for them to do any damage. If you play my Rhodes 43 scenario you'll find that this still happens even though I dialled the Attrition Divider setting way back towards the default from where you say it should be.
I'm not saying you can't use extreme settings for the AD. You may even get recognisable results at the macro level. However the objective of design (for me) is to reproduce the conditions rather than the results.




