proline wrote:There should be scenarios that reward sacrificing a few units for the sake of fast/glorious victory.
Actually most of the entire campaign should technically be like that, but there is a problem: There is hardly a middle ground in PzC. Either you totally slaughter your opposition or they slaughter you.
Initiative has a huge impact, as if the odds are even remotely close (which is often the norm in many scenarios), it decides who shoots first, and in best wild west shootout manner, that usually means who gets to live and who does not.
A war of attrition approach would constantly endanger your own forces - by definition you'd have to attack at bad odds, which would leave your unit battered and easy to destroy with a counterstrike.
Also, there's the problem that the RNG has a tendency to deliver outliers instead of the exact prediction.
If you only attack on favorable odds (which wou basically have to playing as the germans), this can lead to the perspective that the RNG is somehow "cheating", which is not the case.
BUT you never get to see those examples where you had a bad prediction and did considerably better (as you never attacked with the bad prediction to begin with), you only get to see those examples where the prediction was a wipe and you took huge losses. Or, maybe sometimes the examples where you did a bit better than predicted when the prediction had been excellent to begin with.
Once again, there's a tendency for outliers, which means 0:x will VERY often actually be at least 1:x and 0:[enemy strength left] will often end up in 0:[enemy strength left - 1/2].
There are now game modes to work around with, chess and dice chess, but the vanilla RNG - with whom most people play, I'd expect - is still like that.
Now, I didn't want to threadjack this into another RNG discussion, my point was that you'd have to attack with bad odds, and a bad roll in this scenario might very well be your units death sentence.
Which is bad for one of the aspects of the game I'd guess people like the most - building up a core of veterans.
One way to circumvent this problem would be to give the player a smallish core force of crack units and a large force of fodder auxiliaries. Maybe also a generous amount of auxiliary slots and prestige so the player can replace these units at will during the battle. Purchasing aux units was occasionally featured in PG, but in no official PzC campaign was it really an option, as far as I recall.
Nikivdd made use of large amounts of auxiliaries (albeit german ones) in his LoV mod, and it works nicely, but the downside is that the battles get more epic in scale, which results in long turns both for player and AI. It can be nice every now and then, but in LoV it was so common that it kinda resulted in "player attrition".
From what I understand Nico realized this himself and thus went on to develop the new LoV (which I guess now will never be finished or released, at least not in the forseeable future) with a smaller core and less forces in general.
TLDR: Maybe you're right and this can be used in SOME missions, but I'm not sure the game systems can make this work properly.
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rezaf