This one works
Interesting, I will try it in-game and see how it does. Perhaps extra-lethal combat to make the game harder, and force the player to invest more in getting extra manpower/better armor/stronger units, or alternatively go full cannon fodder and bury the enemy in endless cannon fodder?
Fighting something like, say, two Power Armor units with ten level 3 regulars should end with a few units getting wiped out during combat. Look at Operation: Sunburst in falloutwikia, if I remember right it was 100 BOS vs 3000 NCR, NCR takes thousands of dead soldiers and wins because the BOS is on a bad defensive position and Father Elijah failed to activate ARCHIMEDES I and bailed.
No need for the wiki just to see that: I played the FNV. I didn't finished thought, as I wasn't sure if was better give NV to House (a somewhat-benevolent dictatorship), let NCR spread their corrupt the-facto monarchy (I dare you to prove otherwise) or just screw everyone and put myself in charge (just the followers made me doubt in this one, the rest was acceptable, with BoS being a unfortunate collateral damage).
Yes, the superiorly trained and equipped BoS massacred the not-so-trained and less equipped NCR, but from where sis you got those numbers? AFAIK, no numbers were actually given. Besides, I have a hard time believing that an attacking army taking losses in a 10-1 ratio will not lose morale and stop the waves if no clear damage is done, never mind the 30-1 ratio that you suggest.
BTW, does NCR only know how to do frontal attacks? They are no Russia nor China, for god sake. A 6 old boy could think of something more subtle. A veteran general should be able to come up with something better (cut them of supplies, put anti-personal mines in the surroundings and prepare ambuscades for instance. Or try to flank them). As a matter of fact, the only guys using any strategy at all are the Legion (guerrilla and psychological warfare, should improve in the later one) and House (through politic intrigue and a Machiavelli approach that can backfire). BoS provably knows how, but I didn't see it in game. The player can too, but doesn't really need so.
Even the Boomers use more strategy than NCR (psychological warfare, albeit unintentionally, and carpet bombing). And when bunch of tribals (Dead Horses) are better, you have no excuse.
There is... potential.
How are the normal stats in vanilla? My memory is shit. Max stat in default FODD is 130, lesser is 25. Bear in mind WW2 had foot infantry using pretty much no armor but a helmet, while Fallout has people using anything from naked skin to suits of power armor made of ceramics that can take a rocket to the plate without being destroyed, through I guess defensive/offensive vulnerability is not just armor (that's more on Softness) but also capacity for cover (which is why Ghouls >>> Supermutants on defensive), combat attitude, weaponry, etc.
When I tried to convert the mod values to the new system, I looked at the values in 1.02 and their equivalents in 1.03. The end result: There is no relation. The system was remade from scratch, as there are no consistent way to take numbers from one an give them to the other. However, I made some interesting discoveries:
1. A division tend to keep their vulnerability values between models, with few exceptions.
2. This exceptions seem a little arbitrary. For instance, while it make sense that the mechanization of a division decrease it vulnerability, the amount varies wildly between divisions: Mech-marines get a -10 relative to the other models, while cavalry receive -2 for mechanization and a additional -4 for helicopters. On the other hand, Mountain division
increase their vulnerability with new models (24/28/35 and 28/34/40).
For more concrete numbers:
Offensive/Defensive vulnerability by unit (*X means for x models, no mention means no changes):
Armor: 18/22
Mountain Divisions (bergsjaeger): 28*6, 34*2, 40*10 /24*6, 28*2, 35*10
Cavalry: 28*12, 26*1, 14*2/ 22*12, 20*1, 14*2
Garrison: 40/35
HQ: 40*2, 30, 20, 15, 10/30*2, 20*2, 15, 10
Infantry: 40/35
Light Armor: 26/20
Marine: 40, 30*1/35, 25*1
Mechanized: 26/20
Militia: 60*5, 55*3, 50*2/ 45*6, 40*4
Motorized: 28/22
Paratrooper: 40/35
Wait, negative supply cost creates supplies? Does that mean we can theorically simulate a nomadic tribe with certain units and giving them heinous supply industrial efficiency penalties? Interdasting...
Gotta really test that, could be wacky.
According to a bug report in NMDM, it does so. So yes, it should be possible.
Well, that took me a while to write down. Oh well, whatever.