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Sir Garnet
Posts: 935
Joined: Sat Jul 16, 2011 8:23 pm

Use Historical Attrition? Does it fit?

Mon Apr 13, 2015 11:03 am

Historical Attrition means the affected player/AI will suffer attrition even when stationary and that entire elements may be replaced only in a Depot, so that their parent unit must repair at a depot to recover them, and be detached from their parent stack to do so. This system makes sense for prior centuries, but does the Historical Attrition option make sense for the Great War?

Trench line fronts units could be and often had to be reinforced, and this might be done in position, or by rotation, or local retirement or reserve status for the unit, or refit farther away, but these might well be within the same EAW game region. It doesn't seem reasonable for every frontline region to have a depot - they cost time and resources but are easily torched.

One thing in favor of physically detaching units from a stack and moving them back and forth to depots is that the AI should be able to manage this more thoroughly and with more administrative efficiency than the human player (who definitely takes more time and effort in small regions with lots of troops), providing a slight edge, although I hope the human has better judgment as to what is situationally desirable.

Certainly moving units in and out of the line can generate mistiming of movements that creates risks for the armies and opportunities for its opponents.

So tell me, is it the right feel? What do you think about Historical Attrition?

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Byrd
Lieutenant
Posts: 110
Joined: Thu Sep 26, 2013 11:38 pm

Mon Apr 13, 2015 3:07 pm

Having to detach them from the parent stack is tedious. Im fine with the rest.

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Durk
Posts: 2934
Joined: Thu Apr 28, 2011 4:36 am
Location: Wyoming

Tue Apr 14, 2015 5:03 am

It is more historical to have to rotate units. Any account you read of the war has units rotating in a way similar to historical attrition. You have to decide which is more important, ease of play or representation of history. In other words, who are you as the player. The grand general in charge of the world, in which case you would leave these decisions to subordinate commanders. Or are you the manager of each historical instance over which you have control? In which case you would want this additional attention to detail. I am torn as to which role I wish to assume. Often I prefer the simplicity, but sometimes it is nice to dig into the details.
Sure AI is better at this than you are, unless you have a systematic way to check all units. Use of the command keys can give you this power.

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