apatheist said:
It would have power, but it would be increasingly vulnerable to counter-attack. That would reduce your ability to maintain your offensive, consolidate your gains, and could increase the chances of your units being destroyed outright, a very costly loss.
I agree, yet the typical distance towards the next town to be taken is something like 6 tiles or even less. As some of those tiles are within your borders AND it will take the defender at least 1 turn to cut you off from supply, the duration of being under unsupplied conditions will be 3 turns in most cases.
A SOD by definition should be strong enough (by its sheer numbers) to survive AND to take that town, thus becoming supplied again (and were it only because of foraging).
apatheist said:
That's true, but the goal is to reduce the chances of that situation from arising in the first place. Presumably, to reach tiles adjacent to the defender's city, the attacker has to travel over at least 1 tile of their own territory and at least 1 tile of the defender's territory. That's at least 2 tiles of supply, and more likely 3 or more. That's territory behind the main army that must be protected. A way to protect against that is to leave units behind on those tiles, making the main force smaller. Another way is to advance in a broad front, so it is harder for the defender to flank you, which again makes the main force smaller by dividing it.
I agree that having a front line makes the way
around being much longer, yet it makes the line thinner and by that, more likely to be interrupted by a strong assault. After that, since the front line as being described by you already manifested the supply line protection, the attacker (the one who broke the front line AND is making use of SOD's) is almost free in deploying his units.
I agree that he won't be able to de-supply all front line units but he will very likely do so for some. So, on both sides we have conditions of lost supply - for some of the front line units and the SOD. Whom of them will reach the enemy towns earlier, may depend on the map conditions, yet the SOD seems to have the better chances to get that town, meaning cutting off even more supply from the front line units (and again, not all supply, that is clear).
apatheist said:
Which I think is precisely the problem with caps. Having a floor or a ceiling on a value is artificial and unbalancing in precisely the way you describe. It makes it less likely that you'd have, say, 3 units on a tile because that is demonstrably worse than 1 or at least 7. It's like the floor and ceiling on science discovery in Civ3; you could discover any tech in 50 turns with a single scientist.
When you point out that having 3 units/tile will be worse than 1 or 7, you have proven my statement. More is better, as 1 unit will get lost in case of being attacked.
Without a cap you may concentrate as many units as available on a certain point. As long as you have more units (of comparable strength) and it will be physically possible to concentrate them, you will win. This is just pure maths.
In turn this means that the first to have allocated units to a SOD will have the decision left where and to which extent to attack. He is the one to decide, the other one only may react, putting him into the weaker position (from a tactical point of view)
apatheist said:
Not necessarily. There's a bang for buck. Let's say you have a front 4 tiles wide through which your supply could travel. If the enemy wants to cut off your supply entirely, they have to block each of the 4 tiles. That's easy to do if you haven't occupied them, but if you have stationed even a single, relatively weak defender on each one of those tiles, it makes it less worthwhile for the counter-attacker to attack any single one of those units, because all it does is kill the one unit. They'd have to have a good chance of killing all 4 because that's the only way they'd get significant benefit compared to the opportunity cost of using that unit to counter-attack your main force.
I agree. Yet, the SOD will be able to breach the front line. After that, said 4 single units will fall within the next turn, as the SOD holds enough troops to allow for attack on all 4 tiles. That would cause unsupplied conditions and has to be avoided, so the front line has to be reorganised, which makes it either disappear as a front line or less threatening.
Again, as the "front line commander" does not know about his opponents tactical considerations, he himself must prepare not only to secure or re-establish the supply lines, but must take preparations against a possible counter-attack on his own cities.
As only two adjacent tiles are available for counter-attack on the victorious SOD (see below) because the 1 supply line protector typically won't count and the third front line units are too far away (you won't make use of your fast units as this would leave the slower units unprotected - a follow-on consequence of the paper-scissors-stone concept), the SOD has the better chances to survive a counter attack by the front line troops. Again, massive concentration will be beneficial.
fSff (f-frontline units, S-SOD)
xxxx (x-supply line protectors = 1)
apatheist said:
I partly agree. If you reduce it to the actual taking of the city, then yes, it comes down to concentrating your units on a single tile. However, in order to make sure you can reach that city, to make sure you don't get counter-attacked en route, and to make sure you can hang on to the city once you take it, you'll have to create a broader front. Perhaps there should be a modification to the supply lines mechanism to address that last part: a city in resistance cannot be a source of supply. So, even when you conquer that city, it'll still be in resistance, so your army's supply lines will still be from further back, enabling a defender to counter-attack more effectively even after you have taken the city.
Against the front line approach I already brought my arguments. Making the just taken town being resistent means adding a new change in the concept and requires quite a good balancing as otherwise it could make wars completely pointless.
Anyway, I don't confront that idea, yet I see some follow-on problems.
apatheist said:
I don't count 1 as a cap. There's a software design rule of thumb: the only numbers program code should care about are 0, 1, and infinity. In other words, in general, your special cases should only number three: when you have no things, when you have 1 thing, and when you have an arbitrary number of things. This refers to the fundamental code of a mechanism like bombardment or science, not to the attributes of a particular thing like a Cannon or a University.
??? Sorry, didn't get that.
apatheist said:
It's not that specific one that I dislike, it's any cap at all. The game should have more organic, natural calculations that don't have hard edges.
The problem is, the game just
HAS caps.
As we know this for sure, we have to find a solution to cope with this.
As for the damage factor there are caps (1 for normal units, 6 for arties) the logical conclusion is to cope with that by making use of the missing cap for the other factor.
Again, here my idea is that there should be a cap for all factors - the number of units and the damage a unit can do towards other units.
The other option - to have "unlimited" damage - was tested in Civ1 and Civ2 and was - for good reasons - not used anymore.