ORIGINAL: Pergite!
I did a test scenario of 80s soviet airborne regiment vs Swedish 80s infantry bns on platoon scale and came to the conclusion that the system was not able to handle it. With that unit scale combat lasted in seconds due to that ammo and ordnance was expanded too quick and losses always where too dramatic. I tried to abstract the values to achieve better balance but it always turned out awkward.
That sounds like a fun setup. I have not seen the short intense combat that you are reporting in my play tests. I believe it all comes down to your data. Of course mid 80's weapons had both higher lethality and higher ROFs.. could that have been the issue? How was your logistic chain set up?
Instead of the flow the Command Ops engine create, the battles where more like turn based when units came into engagement ranges of each other the outcomes where determined instantly, like from a die roll on a CRT.
Not what I've seen so far. I will try to set up a little test scenario and do a quick AAR in the near future to give a glimpse into how combat in this game will look.
Will estabs from the BFTB version be portable to your new project i.e will I be able to reuse my compiled data of orbats and weapons?
The Estabs for these tactical games will need to be specially massaged. This is still a work in progress, but I hope to share some of the thinking and solutions that we will deploy in the game post release.
Bil