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[-] TreadOnMe@hexbear.net 43 points 1 day ago

To be fair to them, we haven't seen an attritional war strategy enacted since probably Vietnam, and never an attritional war strategy by near peer adversaries in the 21st century.

But on the other hand, all late game TvT ends up becoming attritional, with the player who is most able to efficiently use resources usually winning. Map painting rarely wins you the game unless you are being precise and strategic in what is being painted and where. I distinctly remember calling this strategy when Russia retreated over the river in the South saying that while it was a political disaster, it was absolutely the best military strategic move if the point was to grind down a weaker opponent. Make them take and hold the strategically useless, but politically important land. I was told I was 'coping'.

[-] BeamBrain@hexbear.net 22 points 1 day ago
[-] TreadOnMe@hexbear.net 30 points 1 day ago

Terran v.s. Terran in StarCraft 2. Basically the closest equivalent you can get to what mass simulated battles, where resources are gained and expended rapidly from a commander standpoint, look like. The second closest equivalent would be Squad, but there is no resource extraction backline aspect to the game, it is still too focused on individual combat encounters deciding outcomes.

You could also argue that "Foxhole" is actually the best milsim equivalent, but those games move too slowly to analogize for non-gamers, you might as well be watching an actual war unfold, plus there is a whole 'teching' aspect that doesn't actually apply irl, nor aircraft or drone warfare, which is the most prominent aspect of the Ukraine-Russian conflict.

The point is that there are plenty of modern war gaming examples that explain why near-peer conflicts will inevitably turn towards an attritional strategy, and that taking land simply to take it is a terrible strategy.

[-] BeamBrain@hexbear.net 17 points 1 day ago

Ah, okay. Thanks!

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this post was submitted on 22 May 2025
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