Hey I'm back!
This is great - the more we crack on at this, the closer we get to sorting out a firm ruleset.
FYI, I had the attacker casualty levels for the ASL crossover at 4, 9, and 18 percent for cautious, determined, and stubborn, respectively, although I'm scuppered as to how I came to those values, though I know I had a good deal of discussion with Matt about it. One of the benefits that ASL has is a pre-existing and robust Casualty Victory Point (CVP) mechanism that includes vehicles. So it is fairly easy to count up a total CVP value for a side's OB, do a bit of quick division, and you have a limit expressed in a system that all ASL players understand.
I am a bit concerned about how CM and by extension TO will count vehicle casualties. Obviously the crew is a 1-for-1 in terms of men, but I would argue that an AFV potentially has far more value than an equivalent half-squad. This is fairly solvable by just counting purchase points (for an average crew, no rarity), but unfortunately CM doesn't count CVP that way, iirc!
Another thing that will have to be factored into the CM interface, I guess. In the interim, we will have to include VP totals for each vehicle lost, either factored into TO, or at a minimum included in the documentation for each "operation". This then leads to another difficulty, that of assigning an average CVP value to each infantry casualty.
Why is that? Well if a Tiger is worth 100 points (as a totally random value), and we want to translate that into 1 Tiger = x "men", (because CM tracks "men" for victory, not points), then we need to know how many points a "man" is worth.
This leads us down a real rabbit hole, because CM figures the worth of a man based on a few factors that I don't think we want to care about in translating to TO. A veteran soldier in CM is worth more points than a conscript. But I think to assign an increased value to that experience for CVP might risk penalizing the player twice in TO. Losing soldiers from experienced formations will be bad in TO as it is, but by counting an experienced troop as being worth more in terms of casualties, we actually make better formations less able to attack and defend, as they can absorb less (more valuable) casualties before being required to break off the battle!
Of course this is counter-intuitive. So we then need to create an "average" value for each individual soldier in terms of points. I think this would have to be based on the battalion; it is the basic maneuver unit in TO, and is the biggest OB formation. So in this case we say that a battalion has 400 men (bayonet strength), and a (average) Bn is worth 1000 points, so each "man" is worth 2.5 points.
Then we get to play the game of how much things that CM does not track are worth; Regt and higher HQs, Armoured formations bigger than a Platoon, Artillery batteries, Transport columns, etc. A problem for another time, I think.
My 0.02, anyways.
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