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Waving the white flag
While this question applies to both MBT and WW2 I shall post it here because an owl hooted three times this morning.
Surrender. It just does not seem to sim appropriately in the game. While the moral/national characteristics effects seem a good concept the "surrenders if no path to retreat" seems weak to me. The game would feel a 1 hex retreat into a valid hex to be good enough to avoid surrender. It seems that commonly in battle soldiers do not believe the odds of a 50 yard dash while under pressure and already suffering the effects of battle worth the risk and prefer their chances as a POW. I feel the game is close and granted certain historical venues saw greater or lesser amounts of surrender but does lowering a side's morale suffice or just make one side run away faster as opposed to giving a good fight till being overrun. I pose these question about the surrender mechanism in WINSP, not so much for designed battles where units can be modified to produce results but more for generated battles and campaigns. Should a 'prone to surrender' switch be created that modifies a side for a specific battle as opposed to the whole campaign? Should a WINSP 'leader' being killed increase that units chance of surrender? Should a unit in 'hand to hand' suffer surrender loses in addition to KIA casualties. Could surrender losses be tallied separately from KIA totals? Should the surrender rather than retreat occurrence be greater for urban or fortification hexes? I apologize if some of these effects are already in the game but have not been encountered or noticed by myself. I am not looking for a weaker enemy but just a greater decision point of "Do I fight, run or give up?" which in reality is a snap decision made hastily in judgement of the outcome of the entire situation rather than "I calculate a clear hex is behind me". Too many times the unit will rout a hex only to be wiped out the next turn. I now return you to your regular programming. |
Re: Waving the white flag
The way I always understood it was that the game didn't differentiate between killed, wounded, and troops that for one reason or another are simply incapable of fighting any longer. Troops will disperse at times which means that the ones who are left simply ran away. And, sometimes, they will surrender. I for one feel the game models these things pretty well already. As for a prone to surrender switch, I'm not sure what that would do that can't already be accomplished with the selectors in the Preferences menu. As for a leader being killed, that will already reduce the chances for subordinate units to rally which will increase their chances of retreating/routing.
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Re: Waving the white flag
No idea if you meant units should surrender more or less often.
Lots of factors affect it by making morale plummet, seeing friendly units die for example or enemy’s killed. Encircle them and they are more likely to surrender, then of course there’s the Japs. Game works well and does something most don’t, throws you a surprise when routed troops suddenly decide to make a stand because somebody killed a few enemy soldiers. |
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Yes it's always interesting when a unit that is on the ropes has a fire volley that causes enemy casualties suddenly realizes all is not lost and they start fighting back more effectively.
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Re: Waving the white flag
Found an interesting link with similar topic:
https://wavellroom.com/2018/09/25/sl...nd-psychology/ Generally speaking according to the article, combined arms, successful flanking and close combat have a larger impact on morale and tend to produce more casualties to surrenders. |
Re: Waving the white flag
What specifically started this subject for me was historical scenario battles (understandably more available in WW2, MBT has many hypothetical battles) like the Wolmi Do landing (136 captured) 2nd Para in Darwin (1000 prisoners) and the battle of Asal Uttar where after the end of the battle a Second Lieutenant leading a team of 20 soldiers searched a sugarcane field and shouting out for those hidden inside to come out – the Commanding Officer of Pakistan’s 4 Cavalry came out along with two majors, one captain and 17 other ranks to be made prisoners of war.
I have tested these battles and other scenarios that had a notable POW tally several times and only rarely have units surrendering. Holding their positions, pinned or routed till they disperse (and using up my ammo) yes, but routed, HQ broken and in contact with my forces they still refuse to wave that white rag. The requirement to be encircled is too constrained in my opinion. I offer that a routed unit with an adjacent enemy unit triggering a surrender check would be an appropriate standard. If they don't surrender then (Hande hoch! Waffen weg!) then they can be fired up. |
Re: Waving the white flag
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As for the adjacent unit next to a routed unit, doesn't the game already handle this appropriately? With preferences you can already make a unit into either Terminators on one hand or a 3 year old with a skinned knee on the other. Then sometimes you always have the element of surprise where your whole day just goes to hell, like in the picture below. Attachment 15584 |
Re: Waving the white flag
IMO the most replay limiting factor in a war game is terrain. You can try different formations, strategies and nations but good attack routes and danger areas will always be the same. The right flank attack thru the forest will usually be better than the left wing attack across the open field.
This is why I always found the Close Combat series lacking. You could change the units/sides but the unchanging map terrain would always dictate the same tactics/routes for success. I find the preferences solution too global. Lowering appropriate values usually only produces quicker routing than surrenders. |
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Cause the game has random maps outside of scenarios. And where the maps have to be the same because they were designed that way, it makes again no sense to complain about it. Or did I misunderstood what you are saying? |
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Remember when the last few men of a unit "disappear" when the unit disperses they are more than likely captured rather than killed (or at least hiding in that field). |
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Tbh I imagine it as even more abstract than that: casualties in the game include men that are not participating in the battle anymore. The reasons can be several including: 1-KIA/WIA (of course) 2-POWs 3-Men in a unit that lost cohesion and therefore not knowing what to do 4-Soldiers distracted by other tasks (like carrying the wounded) 5-Soldiers cowering from intense fire 6-Routs (irrecoverable) There can also be combinations in the above eg casualties of type (5) become casualties from type (2), because the cowering soldiers have been found by an advancing enemy and captured. In fact with the above method, men can be assumed to be fired upon when they actually aren't physically in the same hex anymore. Believe it or not, this is IMHO more realistic. In reality, there isn't any indicator that the place you fire upon has any enemy on it and many times you fire into an area, rather than point targets. The probability that you actually fire blindly into an area is quite high (and Z fire does not completely cover this case). Also with the above method, actual battle casualties are probably 1/3 on average of the final tally in a scenario. It probably fluctuates between attacker and defender (attacker probably around 1/2, defender around 1/4, since defender usually has more casualties that couldn't escape and were captured). Around 1/3 should be casualties that can be recovered within a small amount of time (routed soldiers going back to their unit). |
Re: Waving the white flag
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Attachment 15585 Attachment 15586 Jack Crow "Remember that day we thought they'd just give up?" |
Re: Waving the white flag
FYI..... the original SP2 code counted any loss as a "kill". One of the very first things I did for SP2WW2 where we didn't have access to the code and any change made was done with a Hex Editor was to change "men are KILLED" to CASUALTIES becasue it is more accurate..not every shot kills, quite the opposite and when a unit disperses what that means is that unit is no longer a combat effective unit....what happens after that is not "game related"... what is game related is they are not a factor in yours or your opponents effective fighting force so you could count them deserters, stragglers, shell-shocked survivors or anything you like. Yes the game does not model surrendered troops quite the same way as reality but it's really not that important to 99% of players IMHO. The POINT is they can't hurt your troops any longer. By the time the game gets to the point where an enemy justly defeated would consider large-scale surrender the game will end automatically and you'll get the end game stats screen.
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Another thing that will be nice if you ask me is a sort of resign button if you think you lost the battle which will immediately throw you to the stats screen. Will be more useful in a PBEM but you get the idea. |
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Valid points, all. I consider my Socratic questioning properly answered. |
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Kill the HQ if you want the sides morale to plummet. If you want them to hang on for longer in a scenario make a custom indestructible unit and give it a very high point value. Immobile vehicle with 180 armour all over in a corner or possibly off map arty. Say break point is 30% force left 10K give them 1k unit now 11k so need to lose another 300 points before it happens. |
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