Quote:
Originally Posted by scorpio_rocks
Quote:
Originally Posted by jp10
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.
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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).