Brue wrote:I know what You are saying Kissaki, but its completely unrealistic. Random seed for entire battlefield and not for each unit makes game unrealistic by my opinion. Plus, entire idea of random things should be lowered on level that it wont affects each battle between two units so much. I mean, we are talking about here of random effect that has mayor not minor effect on the game.
For example, to put aside terrain or nearby units - in battle between two units, we have result lets say -5 deffender, -2 attacker. If You move/attack some other units somewhere on battlefield, not even close to the those two, the result could end up as -1 deffender -6 attacker, which is terrible for strategy planning.
If I understand you correctly, this is not how it works. Bonuses remain the same, as do attack and defence values. For example, let us say you have two battles going on, completely unrelated to eachother:
Battle 1 is between your experienced unit of engineers vs. an enemy tank in a city. Because it is in a city, the tank will be using its close defence value, which is, shall we say, 1. Rugged defence is not factored in, as engineers are immune. In this case, the attacking engineer has the edge.
Battle 2 is between your rather inexperienced cavalry unit and an enemy HW unit in the forest. There is a significant chance you'll encounter rugged defence, and overall your cavalry is no match for the enemy HW unit.
You play battle 1 first, then battle two. The first die roll is extremely good for you, the second die roll is rather average. So in battle 1, you completely destroy the enemy tank, but in battle 2, all your cavalry is lost.
Ok, now reload, and do it in the opposite order.
This time, because of the extremely good first roll, your cavalry gains the initiative and manages to score 3 kills while only suffering 2. Your engineers, with the second (average) die roll, perform averagely against the tank, scoring 3 and suffering 1 loss.
The factors in both cases were all identical, the only things that changed were the die rolls. The game DOES count terrain, initiative, type and strength of all units, but they are still at the mercy of the die rolls. The same die roll will do different things for different units precisely for this reason: a good situation will be made even better with a good die roll, whereas a bad situation will merely be made less bad by the same die roll.
I mean, if You look real battlefield, if unit has strong positions with so many units around/behind it, or in the area, it would be less possible to be defeated or to lose moral and run away. On other side, unit which facing numerous enemy units in area, wont be in mood to just stand there to the last, pretending that everything will be fine.
And that's the way it is in Panzer Corps as well. But it's not as in chess, where an attacking piece ALWAYS defeats a defending piece. Just like in real life, there is a chance an excellent outfit will be caught with their pants down and massacred by a hastily erected militia. History is full of examples of simple folk fighting to the last man, and elite warriors running away like frightened children.
Usually the best fighter will win, but this is not always the case.