I personally have completely underestimated the withdrawl promotions. I guess I have never considered the withdrawl rate as being anything worth factoring in to the equation. Having a 30% withdrawl meant to me that if I go against another strong unit that gives me bad odds, then I have 30% chance of surviving (plus the odds of winning). It just didn't say much to me. I might have to look into the withdrawl a bit more. But in giving them withdrawl promotions, they are missing out on other strength/odds of winning enhancement promotions.
I am actually surprised as to why the Keshik didn't have a lowered strength (even reduced below par to 5 or 4) and have a rather high withdrawl rate added. Afterall that was their kind of strategy.
I wonder what the ramifications would be if the odds of winning calculator were replaced by an odds of surviving calculator. I think that would be interesting. You would be looking at combat not from whether you could win the fight, but whether you could survive it (where winning would be the unknown element). That could leave it open for more unresolved fights between units too (like the musketmen defeating a gunship, where in reality, if the musketmen were so defensively powerful, it wouldn't kill the gunship, it would just mean that the gunship couldn't kill the musketmen. Iow, just because a modern unit cannot defeat an old unit, it doesn't mean the modern unit deserves to die as a result. hmmm, maybe the gunship should have a 50-70% withdrawl rate - especially considering its advantages).
Watiggi
I am actually surprised as to why the Keshik didn't have a lowered strength (even reduced below par to 5 or 4) and have a rather high withdrawl rate added. Afterall that was their kind of strategy.
I wonder what the ramifications would be if the odds of winning calculator were replaced by an odds of surviving calculator. I think that would be interesting. You would be looking at combat not from whether you could win the fight, but whether you could survive it (where winning would be the unknown element). That could leave it open for more unresolved fights between units too (like the musketmen defeating a gunship, where in reality, if the musketmen were so defensively powerful, it wouldn't kill the gunship, it would just mean that the gunship couldn't kill the musketmen. Iow, just because a modern unit cannot defeat an old unit, it doesn't mean the modern unit deserves to die as a result. hmmm, maybe the gunship should have a 50-70% withdrawl rate - especially considering its advantages).
Watiggi