RE: CS game tanks survival rates
I still would have to say that when armor retreats showing their tails and getting hit from behind is not what is being represented. This idea is just a bit of chrome to make the game a little more exciting. Such a concept would be accurate for a smaller battlefield with smaller individual vehicle units like in Squad Leader or Close Combat. When a tank unit retreats and gets hit more easily I look at it as the difficulties inherent in withdrawing, including a variety of factors. Unit cohesion, exposure, loss of chosen ground etc. Facing rules are not completely realistic at this scale. Nevertheless they add a level of complexity to the battle field forcing a good player to more intensely consider terrain, direction of attack, suppression of fire, timing of advance and withdrawal. One can't just rush through and enemy position without considering such factors. And ultimately representing such factors with facing is esthetically appealing and less complex than the alternative. Of course, if this is true, then one wonders why rather than armor facing, isn't morale and experience the deciding factor. If Petho does indeed manage to add in experience as an additional unit quality then perhaps this factor could be referred to instead or in addition to facing when determining unit vulnerability. Still, the opportunities for surprise from a well positioned weapon while not entirely realistic on this level, is still more exciting and I tend to agree with the post that the morale level of a unit is the best way to simulate experience.
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