It's the repair and repainting I was speaking of when discussing perhaps allowing some equipment to return. Certain types of "kills" on a tank, truck, or a gun don't necessarily destroy the weapon system or harm the crew but make it inoperative and in need of repair (consider a flat tire on a truck as a relatively minor example).
Particularly in the case of penetrating rounds, the repairs are significantly more complicated than "patching and painting" and would take longer to perform.
If a round can kill a crew with the debris from the armor it shatters to penetrate the tank it can also do significant damage to those things inside the tank necessary for it to fight effectively.
The hole on the outside of the area hit is much smaller than the crater on the inside the effective penetration created. In effect a penetrating round turns the inner armor into shrapnel (determined by the weight and velocity of the penetrating projectile and the hardening of the armor), which kills the crew in close proximity and does significant damage to hydraulic lines, communications equipment, controls, sights, and turret, automotive, and gun control mechanisms / motors.
It takes time to evaluate what is necessary to return the platform to some form of operational state (ability to move and shoot as a minimum) and more beyond that to repair / replace components necessary to return it to that state.
If it's a mobility kill, where the track was cut (often the result of damage in a minefield), the time is relatively short so long as enough links of track or a road wheel on hand to repair the a mobility kill (the reason why some tanks have lengths of track and spare wheels hung on their front glacis). The crew can usually return the vehicle to operation in a few hours with immediate track repairs.
More significant damage (suspension, interior, control mechanisms, armor) require more refined skills and as a minimum the transport of technicians, parts, and equipment to the damage site, if a repair is capable of being performed in place.
More time yet is necessary for recovery (towing / restoring minimal movement by crew to drive the vehicle to the rear) and repair at a static repair point.
None of this is currently modeled directly in the game.
Though not explicitly modeled, there's a flavor from the unit effectiveness measures for a combat unit, and the recovery times necessary to restore a unit's combat effectiveness from those situations.
As far as combat replacements (manpower) being added, given the lag time between when a unit suffers a combat loss and the military bureaucracy could respond to that loss, I don't think including it in the game time scales is realistic.
I've seen a suggestion for a "campaign mode" concept to be designed into the CO system. As I recall, it would allow a player to take a unit that had serial battles inside a larger campaign to be taken from the first battle it faced to the last using the results of an earlier battle to define the strengths and weaknesses for the unit when included in a later battle. Replacements would definitely fit into that situation (in effect available at the start of the next scenario in the campaign).
But, there wouldn't be 100-percent replacement (or there'd be no sense seeing how a unit does in the "campaign") and given the time frame between scenarios, there could be a significant lag between the time a replacement is needed and one is available.
I think we are mostly in agreement and I see your points. I have only what I read to go upon, rather than actual experience. However, being both a volunteer firefighter and EMT, in addition to many other things, I also know that there is often a huge disparity between "How is should be done" and "How it is done in the heat (literally!) of the moment".
My singular comment here concerns the combat replacements. The issue is that the scenarios being played in this game are small snippets of the overall war. So there should be, just as there would have been, a constant influx of replacements and material coming into the theater. It is not that the HQs involved in the actual scenario would be initiating this process during the time-frame of the scenario. The replacements being received "today" might have been requisitioned weeks or perhaps months ago. So I would suggest that there be the ability to set a size of a replacement pool as part of the scenario design. This pool would be in existence from the very moment the clock starts because what is in the pool at that time was requisitioned before the current scenario existed.
Otherwise, what is being said is that there was no "war machine" is existence and operation prior to the start of the scenario, which, unless you are playing something like Kassarine following Operation Torch would be very unlikely to be the case.
I humbly suggest that very rarely did any commander with solid LOC to supply ever end a significant battle with only exactly the troops and equipment he entered the battle with, if the battle lasted over a day or two and there were replacements available somewhere in the localized theater. Excepting situations like the pacific island battles.
But perhaps I am totally off base, and please let me know if I am as I am always willing to learn something new.
< Message edited by Major SNAFU -- 8/16/2013 12:07:55 AM >
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