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That's not to say that a fictional universe couldn't be created in which such a thing exists, but if you're going to bring up real wars to support your posistion, then we should stick with realism. Simply put, a bunch of disgrunted farmers (or whatever) would not have the technical expertise, knowledge, or resources required to amass a significant fleet of military space-faring vessels. There aren't trees to hide in/snipe from or dirt paths in which to plant makeshift explosives.
But to the point... ok. If you enter into a war against an enemy that possesses greater forces and resources, you might decide to have your forces constantly engage in hit and run tactics to wear down the enemy's strength and reserves. That's a strategy. It describes how your individual forces will act in any given battle so that your overall goal is met.
If you are in a war, and one of your forces enters into battle with an enemy force, and you tell it to retreat because it is losing, that's not strategy. You might call it "hit and run" afterwards, but it's not. It's a tactical retreat to save your forces.
Either way, every time a force of your retreats, that is a loss. You can lose almost every battle and still win the war, as Vietnam proved - though Vietnam was a very different war, something of a special case, and not a very good example for this discussion. Territory was not held after being taken, the US was initially only involved to support the French, etc. Way more to it than simply "the North retreated a lot a demoralized the Americans until they lost the war".
This seems rather arbitary, hit and run requires you to strategically withdraw from combat rather quickly. Because the longer you fight the more casualties you receive which isn't something you want (because if you could afford them then you wouldn't be relying on hit and run strategies).
Thus deciding to tell your forces to retrean is absolutely a strategy.
And this is an oversimplistic view of warfare that would not serve Stellaris' purposes, retreating on its own should not add to war exhaustion because hit and run should be a viable strategy. Thus by counting WE on ships lost hit and run becomes viable in that you can whittle down your enemy forces and cause them war exhaustion, this would not be true if every time you treated you gained war exhaustion.
If you have a weaker military force than your enemy, you should lose. You might be able to mitigate your losses some by employing hit-and-run tactics to give yourself time to build up and become an actual threat to your enemy, but it should not be a winnable strategy by itself. Otherwise, wtf is the point of building up significant forces? If you can just hit-and-run any enemy to death, then screw wasting the resources on upkeep for a real military.
Sure and counting WE purely on ships lost has this exact effect, the greater force will still win but hit and run tactics are viable.
Make no mistake, all counting retreats in relation to WE does is make hit and run strategies less viable. It's not at-all necessary for balance.
I have a 10k fleet. You have 5 systems with 2k fleets in each one. I engage each fleet one at a time, obviously winning each battle if they're allowed to finish - but they're not. You retreat each force. I suffer more WE than you for each battle as a result of your retreats. By the end of 5 battles, I have far more WE than you, even though I crushed each of your fleets and am occupying all your systems. You've effectively won the war, according to the game.
THAT is why I created this thread. Because that bs happeed to me. Not with those exact numbers, but the general idea. Broken, and nothing anyone can say will convince me otherwise. That was in 2.0.1, though. I'm playing 2.0.2, we'll see if it's different.
If there's no bonus reduction in WE for the "winner" how is it that a fleet can take losses and get 0% in the end?
If you keep losing Ships on your 10k Squad and I'm retreating without any significant losses...
It would make sense for you to have higher WE than me.
I think to fix it that would make sense for everyone is just have WE be based on Ships lost.
No 0% for anyone.
And there is no battle in which a 10k fleet takes significant losses and a 2k fleet does not. If you're retreating your forces, it's because you're losing, and retreats do not, cannot happen right away. There's no way you retreat before taking loses, unless you've done so before you're even engaged, which incurs no WE for anyone.
I hope your not an American because without those Guerilla tactics and us doing things that werent right in times of war (like sniping officers) the USA wouldnt be here today.
We used the hit and run tactics against the long line of British troops. We were overwhelled and should have lost. According to you there should be no America by your thinking. We did what we had to do and are now a super power.
Also, in a previous comment by someone, there are no trees to climb up and hide to snipe from, why cant you hide behind a meteor, comet, nearby planet and shoot from there and ambush, hit as hard as they can , and then run away.
I would also think most people that play this game are familiar with sci fi and especially series like star trek. Look at DS9 with the bejorans with how they beat the Cardassians. Using old inferior model ships with hit and run tactics. Massive terrorism/revolt on planets. They won.
People complain about RPing only when they are on a losing side. Then they dont find it fun anymore because they arent steamrolling thier enemies.
It is hard to tell what happened, did they force a status quo in that war? was it a claims war and not an ideology/vassal war (which I think need some work)? If anything that sounds more like a balance issue between space battle/occupation (which I could probably agree with). Even the effectiveness of hit and run tactic within the game could be altered, I just don't have much problem with the fundamental premise.
Basically, if anything more is to be said here, let's have it be focused on the topic of Stellaris' War Exhaustion mechanic, and the effect of Retreating in battle in relation to said mechanic, as opposed to the merits of hit-and-run tactics in real life, ground-based (a.k.a. planetary), historical warfare.
I keep typing and retyping my response to this, but I just keep coming to the same conclusion: the war system is screwed right now. Claims, WE, CB... it's all ridiculous and broken. I don't need to diplomatically claim a system before I kill everyone in it and take it for my empire; that's stupid. My people don't get exhausted from war; they're machines, or fanatics, or belong to a hive mind, or are subdued by the military. I don't need to justify war; if I want to start a war to take your territory, I will, just because.
I don't follow you around the forums, I haven't seen in this discussion much about machines/hive whatever so I apologise if i missed it. You have also moved from retreating in a battle is not a victory to claims which is related topic but not the same topic.
I think many things in 2.0+ are in need of a great deal of refinement.The general premise that retreat cannot be a victory (in the sense of increasing the enemies war exhaustion) which I thought this discussion was about, is the thing I don't find particulary controversial (particulary for conventional empires).
For your more unconventional empires then yes obviously if you catagorically deny that militirists/hive minds/machines could suffer from war exhaustion (in the sense of being discouraged by defeat/occupation) then sure I could probably accept it in a roleplay sense. I suspect this as as much balance for them as anything.
If we are going full rp though I think that an empire an empire that catagorically ignores galactic diplomacy should probably have diplomatic status that reflect such a stance. No diplomacy catagorically for Tyranids or "purge the galaxy types". No peace whatsoever, always war.
Also I think its fair to point out the difference in motivation for both sides, one side was a war of defending their homeland from invading force and defending their political ideology, the other was a foreign projection of force attempting to prevent a political ideology taking hold for which there was not much real will back home to be involved in.
Result was one side being prepared to fight to near extinction the other side not being to invested in it started to get cold feet as casualties started to pile up. This would be hard to accurately model in a game like this and would be too easy to exploit, taking this applying it stellaris purifiers, swarms, hive minds etc would never suffer war exhaustion and would be a bit op.
In game I see war exhaustion more as an abstract not just losses but also, political will, strain on infrastructure etc