The steps that are being taken are:
A 99% dead longbowman defender will still defend at 100% strength. And a half-dead swordsman will attack at half strength.
Attacking will be either very slow and painful to go through; or the only strategy will be to simultaneous attack a unit with AMUAP (as many units as possible) or Blobs of death; similar to Civ 3 and 4. There is no way to get rid of this aspect the game obviously.
As ahriman said the review was translated twice and wasn't very coherent, plus defend at fulll strength could apply to multiple attack and defence values like in some civs or one value for attack and defence as in civ 4, or the reviewer could have been drooling on his keyboard as he wrote that. We cant tell.
But you can still do this with a single strength statistic (without neednig melee, ranged, explosive, etc.).
Imagine that relative strength determines the likelihood of winning a combat round, and that winning a combat round does strength/3 damage.
Imagine that health/hit points fall as damage is taken, but that strength remains unchanged.
Then imagine, a strength 4 spearman with 6 hit points, and a strength 24 tank with 30 hit points.
The probability of the tank winning the first round is 24/(24+4) = 90%.
If it wins, the spearman is dead (takes 24/3=8 damage). If it loses, it takes 4/3 damage, leaving it with 28.67 health.
Second round is exactly the same as the first, except for hit point total.
So, in the probability of the tank taking at least 4 damage (ie barely 1/8 of its health) is the probability of it losing 3 times in a row - ie 0.1*0.1*0.1, or 1 in 1000.
The expected damage of the spearman is roughly ~= (4/3)*0.1 + 2*4/3*(0.1)^2 + 4*4/3*(0.1)^3+ .... ~= 0.133/0.8 = 0.2
So it would take, very roughly on average, 30/0.2 = 150 spearmen to kill the tank.
The problem is solved, without any need for having "armor-piercing" weapons or anythnig similar.
Ah see the thing your forgetting there is that a spearman doesn't need to win a battle to damage a tank it just has to take part. Every combat will result in some damage to a tank. And so even if the damage is reduced it still has the desired effect.
With my system (it's schuesseled again) melee units have no capability of inflicting damage to a tank, or very almost no chance if considering randomn chance factored in.
This just makes it much more difficult to evaluate how one unit will do vs another unit, because you have to look at all its different attack types, vs all the differen defense types of the other unit, and then again vice versa. Much easier to just compare a single strength number for each, and then any modifiers vs particular unit types.
You model this by giving them a high unit strength, and only having particular other units like AT troopers and AT guns and gunships, having bonuses vs tanks.
You model this by giving modern infantry a much higher strength value than medieval swordsmen/bowmen units.
So we can get all of the scope for unit specialization without needing to explicitly model the level of detail you have in mind.
No need for multiple strength and defense values.
Which is easier:
Tank strength 24 vs rocket trooper strength 18, +50% vs armored units.
Or:
AT infantry
Health 80
Melee Attack 10
Melee Defence 15
Missile Attack 24
Missile Defence 18
Explosive Attack 35
Explosive Defence 25
Tank
Health: 160
Melee Defence: 30
Missile Attack: 45
Missile Defence: 28
Explosive Attack: 75
Explosive Defence 40
Both achieve the same design goal.
the bold section is the problem i have with civ 4.
Tank vs Infantryman, not an AT guy just normal infantryman, from worldwar 2, armed with a bayonet, rifle and potato masher. They didn't even anti-tank weps for infantry for a little bit hence it coming later as an AT man.
Unless an infantryman were to throw a grenade into the cupola of a tank, he literally can't damage it. (let's assume all civ tanks have thier lids shut in battle, and thier co's arent dumb.) Nothing he can do will stop him from dying other than hiding in a forest and hope he doesn't get it by a stray bullet.
And yet in civ 4 it only takes one infantryman in a 50% defence tile to destroy a tank, hell i've even had riflemen do it. Having health values and damage reduction only helps so much, if tanks are designed to be almost completley immune to basically anything other than tanks and AT men, the game would be a lot better.
It makes more sense to actually code this into battles with damage types and resistances than to put every armoured unit into a god mode statis. (where there immune to damage from unit types.) this would be the only way to make tanks better if they go with the one strength statistic, where as in mine they wouldn't be completely immune to damage from other units to make it fairer jsut makes it a damn sight harder.
They way i'd do it is like this:
Infantry
Health 80
Melee Attack 10
Melee Defence 8
Missile Attack 24
Missile Defence 12
Explosive Attack 16
Explosive Defence 12
Tank
Health: 160
Melee Defence: 30
Missile Attack: 45
Missile Defence: 28
Explosive Attack: 75
Explosive Defence 40
AT Infantryman
Health 80
Melee Attack 6
Melee Defence 8
Missile Attack 14
Missile Defence 8
Explosive Attack 18
Explosive Defence 4
(Bonus versus tank 300%)
Doing it this way as you can see makes an AT infantry vulnerable to a regular infantry, it has higher explosive damage but it leaves itself vulenerable to both missile and explosive attacks. (this is because its hard to shoot a rocket launcher from a foxhole/dugout you have to stand up exposing yourself.) But when facing armoured units it basically triples all of its values giving it enough explosive power to damage, and its training comes in handy preventing most of the damage a tank would inflict on regular troops. This allows tanks to be much much better than regular troops and allows you to counter them without having to introduce another impossible to kill unit.
I agree this can be done with one strength values, but my way is more realisitc and sensible. If single values are used the scaling should still be like what i described to make it a good game.
such as:
Tank: 60 str , Inf: 18 str, AT inf: 15 str (x6 vs tanks) or whatever.
Main point is that tanks should not be able to be killed by a rifleman in a bush.