From: Living in the fair city of Melbourne, Australia
Collecting accurate losses figures to compare against, say, Krivosheen, are at best a very difficult proposition and require to spend some time collecting data... and the "right" data at that.
I disregard completely the losses numbers... right now I'm counting "ground elements" split into destroyed and damaged. The figures are highly misleading since they amalgamete permanent and "temporary" losses. And these "temporary" losses are buffered and produce a trickle of "permanent" casualties when damaged elements become destroyed during the corresponding Logistics phase.
This explained the 90-10 "law" I was seeing for KIA vs Disabled in my game against Q-Ball. I eventually figured out that those immediate figures where correlated with the number of destroyed ground elements (immediate permanent losses). Germans seem to have a 70-30 law, basically because their ground elements are prone to be damaged rather than destroyed. This I think is in part because the role experience checks play in many combat-related mechanics (such as retreats) and the varying degrees of TOE% for Support squads.
There are a LOT of things which need to be revised in WitE Tactical Combat system... but drawing people to that conclusion by comparing the wrong numbers against the quite unreliable ones presented by Pelton is "forum demagogy". People should try to understand game mechanics first, then to try to figure out where exactly they're - or are not - derailing WitE w.r.t. history, and last, make their case without screaming at all.
Klydon has a very good point though... but I've come to realize that WitE engine really gives a lot of tools to the attacking side, while the defender has to make do with placement and reserve mechanics... to delay the attacker the enough so a credible counterattacking force can be assembled. Strategy discussions analogous to those done on Axis topics won't go very far... since the phasing player - if in the attack - has everything within reach to make a fool proof attack plan. The non-phasing players has very limited say on matters. And in the defence and being the phasing player, what I just said before, if you f*ck up with placement or don't use reserves at all, you can well press F12 and expect that your opponent has mercy.
In other words: the defender gameplay is very shallow, in my opinion, especially when compared with many other operational-level wargames.
< Message edited by Bletchley_Geek -- 12/27/2011 9:01:05 PM >