A big difference between one wargame and another is how much attrition occurrs in battles, for the winning side. For example, in 4000 AD the bigger fleet eats the smaller fleet at no loss (equal sized fleets can't fight). In Diplomacy too, there is very little attrition, although occasionally a complex position may force you to give up terrtiory or, very rarely, a piece, for an advantage elsewhere. In Risk, you can expect to lose at least some of your pieces in an attack.
Apparently, Twilight Imperium the attrition is so bad players try to avoid attacking each other and instead simply 'turtle'.
One interesting way of approaching this whole thing is to say that, when the battle is over, the winning side recruits any surviving units from the losing side. This is easy to justify in contexts where the armies are mecanaries- obviously they draw up a new contract. Of course, the winning side could still have a net loss on the battle if it was very casualty-heavy.
Does this mechanic occur in any games you know of? I have heard something similar exists in Japanese Chess, but I haven't checked that game out.
What do peopole think of the mechanic in general?















There are some in which you can obtain a "change of allegiance", as it were, but these are usually of the 'Medieval' or 'Renaissance' time periods, since that was common back in those times. In fact, the SPI/S&T Series of the "30 years War" Quad & Magazine games, even 'back-printed' the 'Artillery' in those WITH the opponents 'colors', to represent "captured" GUNS that could be turned against their 'former' owners! Back then, those were almost immobile during a 'Battle', due to their HEFT and the amount of time that it took to set up or deploy them. Even long before this during 'Ancient' times, then some "Mercs" employed could be induced to join UP with the opponent due to current circumstances at the moment. I believe that there are even some Japanese 'Battles' during their 'Civil Wars' in which this took place as well. For "Game Designers", then they usually would cover this with an "Exclusive" Rule of which certain results could create this 'setting', depending upon the actual 'Historical' outcome. I've even seen it broached in a few 'console' Games such as the SNES "Liberty or Death" game of the 'American Revolutionary War', where you can "bribe" an opposing 'Officer' and even 'turn' them onto your side! As for 'stragglers' and the like, then there are even some games that cover this in one form or another, such as reducing a 'Unit' gradually over time. You are able to 'recover' those as well, mostly when you sit tight or make a 'Morale' or some such "recovery roll".








