ORIGINAL: Fidel_Helms
I think you misunderstand me on some level. I have no problem with high proficiency units persisting for multiple rounds of combat if ordered to do so. What I dislike is their tendency to do that regardless of whatever loss tolerance you have assigned them.
Perhaps, I did misunderstand your point, because I don't see it as too much of a problem. I've given examples of how to largely avoid the occurrence, and play to minimize turn burn. Therefore, I see the problem as more of technical competence issue, or a stubborn refusal to work within the constraints of the engine, based on some preconceptions of what should constitute "realism" in an operational level game.
However, given what I think that you want, let me try to establish this as something concrete, and ask you if the following would make you happy?
Instead of attack duration being solely a function of the number of tactical rounds until ALL units committed to either the attack, or the defense, fail their morale check, you would rather have this...
The attack duration would be either of the following, designated by the attacker, and available as an option accessible in the attack planner:
1) Classic style. As above.
2) High Control. Attacks will continue until the first of the two following conditions occur:
A) All of the units of either the attacker, or the defender, fail their morale checks (note: same as "Classic Style"), or
B) All attacking units exceed their "attack duration setting" to be defined as the maximum number of tactical rounds a unit is allowed to attack in a single combat, and given by the formula:
D = T - ceiling[(S-100)/10],
where D = Attack Duration in tactical rounds, range of D = {0,1,2,3, ... },
and T = Unit Loss Tolerance Setting, equal to number of loss tolerance dots, i.e., range of T = {1,2,3},
and S = Shock Level of the Attacker.