I like this description, it results in a much improved combat system, comparing to the SoD... But like I said in the other thread, I don't quite get how this should work with air and naval units.
the combat system in Pg was mostly geared for WW2 type of war, and mostly for land based battles (with limited role for naval units).
Naval warfare
There were transports (actually any unit could become a transport ship in a port transporting itself), various classed of ships with ranged bombing, and a few ships to take down the others (e.g. submarines).
Air warfare
There were different classes of air units, however they all had points for characteristics:
a. air-to-air combat, to damage and kill other aircrafts
b. air-to-ground, to damage and kill land or naval units
c. (carpet) bombing, to reduce entrenchment of land units and sometime damage them, useful against naval units too
d. range (fuel), how long they can fly before going back to an airport to refuel.
fighters had high a, some b, and no c.
fighter-bombers little a, lot of b, little of c
bombers no a, some b, lot of c.
To be mention that every unit has a characteristic "initiative" that dictates in a combat who shoot first.
This is very important because a unit with a very high initiative can be stronger against a unit with higher strength.
Fighters could also escort bombers: imagine you have one of your fighters placed in hexagon adjacent to the hexes of your bombers.
If the enemy attacks one of your bomber, first will have to fight against your fighter (that could get damaged anyway).
Ground warfare
the description I quoted from wikipedia summarize a very complex combat mechanism.
every land units had points for (i mention only the most important):
0. size, could be seen at percentage of effective force of a unit.
All units starts with size 10 (i.e. 100% of the effective number of soldiers/tanks/etc in the unit
with combat (even winning) you have casualties that reduce the unit size down to zero (dead)
Size is used for air and naval units too.
1. combat against infantry
2. combat against tanks
3. combat against airplanes
4. "close combat" for fighting in restricted areas, like towns or forests
5. fuel (how many hex can move before stop for refueling)
6. ammo (how many combats before stop for resupply)
7. initiative (explained earlier)
8. max movement in a turn
9. shooting range for artillery
Then there are "acquired" characteristics like experience and entrenchment
Experience, obviously, come from fighting.
The more battles the more experience, and the units gets bonuses in their overall strength and initiative.
With more experience you can also grow the size of your unit up to size 15.
When you loose size you can get replacements for your casualties:
- rookies: low cost, but no experience, bring down the experience of the unit
- veteran: high cost, but do not reduce experience
Entrenchment is for land units.
The more a unit stays put in a hex the more it acquire entrenchment (they dig-in) making it MUCH harder to kill.
Entrenchment is lost when the unit moves.
Entrenchment is reduced by enemy bombardment.
All of this makes for a very large number of different units from generic to specialized.
It takes quite sometime to master this level of complexity with subtle differences between units.