Author Topic: A review and critique of ground forces in version 1.93  (Read 8336 times)

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Offline Vasious

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Re: A review and critique of ground forces in version 1.93
« Reply #15 on: May 04, 2020, 05:11:25 PM »

Are bombardment elements can be used during board combat?

Yeah, might be a good call there. I was working off Steve's "infantry only" statement. But I haven't gotten around to testing this. First one of us who gets the chance, please share the results!

Yes, can confirm ANY Infantry can be used in Boarding Combat.
 
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Offline kenlon

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Re: A review and critique of ground forces in version 1.93
« Reply #16 on: May 04, 2020, 05:33:08 PM »
Quote from: kks link=topic=11205.  msg130803#msg130803 date=1588629275
I don't think this is how things in this "game" should be designed.   The very nature of Aurora imho is not to give an balanced, well rounded gameplay for the player to jump in (like many usual computer games; e.  g.   Civ) but to give the opportunity to create an empire/story/game according to ones preference and ideas.   As such it does not need to be well balanced or have an usage for each weapons, in my opinion. 

It doesn't have to be a broad usage - but it needs to have something that it does well.   Trap options are missed opportunities to make the game more interesting. 
Make plasma much cheaper in TN materials/BP than other weapons of equal damage numbers, if you want to lean in on plasma being a low-tech option. 
Give it a damage over time effect as the plasma eats further into armor. 
Make it extra good at smashing targets coming in from a jump.   
Do something with it that isn't "We trained him wrong, as a joke", you know? (Apologies to Kung Pow.   ;D )

EDIT: I was thinking further on this - Carronades share the same damage shape as missiles.  A niche for them could be to make them the best beam weapon for planetary bombardment, since they splat energy out over a large area.  .  . 

Quote
Concerning your ideas for bombardment weapons, I don't understand what the difference to the current system would be.   If you have them supporting a formation it does exactly what you describe, I think. 
The only thing you seem to want to change is that you don't have to say a MB/HB battery which subordinate to support?
Or do you want to have the units in the same formation?

It has more to do with the way that the bombardment units choose targets.   Artillery attached to a parent unit could hit any enemy engaging a subordinate of that parent.   Artillery supporting a front line unit directly would have their scope narrowed down to concentrate fire on whoever that particular front line unit is engaging. 

This would behave like the AA rework I suggested - supporting a command unit gives cover to all of it's subordinates, supporting a front-line unit focuses it on the front line.   And unifying these behaviors would make things more interesting in terms of design. 
« Last Edit: May 04, 2020, 09:20:39 PM by kenlon »
 
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Offline Polestar (OP)

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Re: A review and critique of ground forces in version 1.93
« Reply #17 on: May 04, 2020, 10:01:59 PM »
Re. the "small vs. big" discussion:

In the context of Aurora game design, I cannot agree with any arguments based on many guerrilla forces tying down a single large formation, for two reasons:
1. Aurora does not simulate the additional training or personal ability required to coordinate the actions of many separate units. There is no concept of a "span of control" (how many formations can be directly commanded by any HQ) or of unit coordination between formations. The first is infinite. The second is either perfect or non-existent.
2. Aurora imposes no costs or limits on making many small formations. I can, for example, quite innocently set up squads - with no thought of abusing any game mechanic - only to get bonuses I never asked for because unified formations are supposed to have only one leader and can only take one (sometimes two) action(s)/round!

Aurora is all about game flexibility. The current system governing formation size does indeed give players flexibility in unit design,, but at the cost of some important gotchas and "you win" (or "you lose") buttons that pop up only in battle. This reduces effective flexibility, and works against Aurora's own genius.

Any game design must know its own limitations - and either a) strive to alleviate them, or else b) guide player game choices to accommodate them. A game doesn't have to do the first. No game can always accomplish the first. But an organized game design, one that knows its own self well, will at least deliver on the second.

It is the purpose of this review and critique to be of some assistance towards either of these two goals.





On fighters: There are 2 efficient pod sizes at present: Size 14 autocannons, and size 96 AA.

The autocannons have a great (2ap, 2dam, 3 shot) spread, and while they're more expensive than mounting equivalent damage on a ground unit, they're also mostly untargetable.  Great at killing infantry and light vehicles, especially since those unit types can't mount heavy AA.
Good points, but bear in mind that heavy AA from anywhere (and medium if correctly placed in a hierarchy) can always fire back. No need for units, or even entire formations, to have any native AA at all.

Quote
The size 96 AA pod kills Ultra-Heavies at a rate of 1/round at equal tech.  This is far better than any other option, making them one of the best defensive units at present.  Mix them with entrenched Heavy Static HCAP/HAV and lots of infantry, and you have a really tough nut to crack.
I'm still concerned about the enemy bringing in even just a few heavy AA. That huge pod is indeed just as powerful as you point out, but it only gets one shot/round, and has semi-random targeting. Most attacks will target some hapless cannon fodder somewhere for massive overkill. Heavy AA, on the other hand, labours under no such difficulty.

Quote
This makes fighters really, really specialised.  Either they strafe the hell out of light units, or blow up the heaviest units in the game.  They have absolutely no place fighting Static/Medium/Heavy/Super-Heavy vehicles because you can't make an efficient damage spread.  On that note, the bombardment pod is almost useless.  The pen is too bad to be usable against medium and up, and the autocannon wipes the floor with it in light ground attack.
Agreed. But this agreement is subject to the worry of "how many shots is even the best optimized fighter likely to survive to make, given anything like equal resources?"


I'd be happy with

1) Being able to have Train entire formations [ed: hierarchies of formations]
Yes, being able to treat hierarchies of formations, as described here, as trainable units, as formations currently are, would be dandy.


One thing I've noticed after reading and rereading Steve's Ground Unit posts is that using medium AA batteries is, well, a bit wonky. 
Yeah, heavy AA isn't just more cost-effective, it's also flat-out more convenient. You never have to wonder whether it will fire [but check this].


[Can infantry-type bombardment elements be used in boarding combat]
Yes, can confirm ANY Infantry can be used in Boarding Combat.
I want my Space Marines to have guns big enough to take a bath in, and it looks like Christmas has come early.
(with apologies to Howard Tayler's Schlock Mercenary)


Re. Carronades:

I like carronades. I think carronades are cost-effective. [Ed: We have confirmation of terminal crazy here.]

No, seriously. Carronades are cheaper to research. By a lot. Plus, you don't have to research such expensive, long-range beam fire controls - more savings you can devote elsewhere. Going with a meson, microwave, boarding, and/or missile-heavy force and you want big, shield- and armour-busting bang for cheap? Go carronades. Plus get better ground force weapons for less. I should totally ham it up and advertise carronades on TV.

Carronades are all about alpha strike. Sure, they do just as much damage/turn at close range as do lasers, but for the cost, the tonnage, the crew, and the tech level, they get a bigger boom in on the first shot.

Carronades are, obviously, not the meta. Missiles are the meta. But carronades have their place and I love them like I love Half-Troll Warriors.
 
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Offline Ehndras

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Re: A review and critique of ground forces in version 1.93
« Reply #18 on: May 04, 2020, 11:59:56 PM »
<Reserved - Work In Progress> PTW - suggestions welcome!

Currently testing ground units using approximate real-world US Army & Marine unit composition and element designations, with organizational management analogs for platoon/company/battalion/regiment/division.


(Realism limited by mechanics and OCD: rounded to 50/250/1,000/5,000/20,000, and things like signal/recon grouped into FFD.)

Basic elements are Infantry (Planetary), Marine (Space), Motorized (Light), Mechanized (Med), Armored (Heavy), Air (Fighters), and Static emplacements.

These include bunkers, mobile command centers, IFV's, artillery, STO, AA/STA, and other fun bits. [Not sure how best to classify static autocannons. Suggestions welcome.]

PC empire = United American Alliance formed from the multi-national populations and (limited) industry that survived WWIII. Population 200 Mil (1/5 of N. & S. America's combined pop.)


--- United American Space Marines ---


(Assume each team leader has an LMG with 3 Riflemen - others guard the craft, panic, or masturbate, often simultaneously.)


UAMC Space Marine Company (Small boarding party) = Size 248 - 2 Marine Lieutenants (HQ 250; 2 for redundancy); 10 Marine Machine Gunners (CAP); 36 Marine Riflemen (LPW).


[Other unit types seriously constrained by element size mechanics so I've gone minimal to preserve some sense of realism.]


--- United American Armed Forces ---


[WIP: The following include notes on real-world compositions. Finding the best ratio that fits with in-game size mechanics is a frustratingly-ongoing process. Help is welcome.]


(Riflemen split into LPW-Guardsmen and PW-Reservists. PWI-Marksmen grouped with L/MG, mortar, RPG, SAM as heavy/support units for the sake of my sanity. Just pretend PWI = DMR. Steve?)

Forward Operating Base (FOB - Division HQ+) = Up to heavy/super-heavy support elements, STO, static command bunker, long-distance bombardment, & all command tiers.

Fire Support Base (FSB - Regiment HQ) = Light/Medium static & mobile artillery/AA, signal/recon (FFD), mixed infantry, miscellaneous support & lower command tiers.

Infantry Company = Real-world standard is 150/50 riflemen to heavy weapon/maneuver support. [Extrapolate from 3-1 ratio or try division by platoon and upscale?]

Mechanized Infantry = 150 mixed infantry + 4 IFV's (motorized/mechanized element) + 2 IFV command elements (light/med mobile HQ)

Armored Company = 14 tanks (2 armored command elements + 3 tank platoons with 4 tanks each)


More to come.
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Offline Polestar (OP)

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Re: A review and critique of ground forces in version 1.93
« Reply #19 on: May 05, 2020, 10:44:56 PM »
Ehndras,

May I suggest that your post will get better visibility as a separate thread in the "C# Bureau of Design" forum?
 

Offline plasticpanzers

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Re: A review and critique of ground forces in version 1.93
« Reply #20 on: May 05, 2020, 11:41:36 PM »
Automatic upgrade does not mean instant.   If you 'click' a box to upgrade to most recent equipment then the unit must
spend time turning in old equipment and receiving new equipment and training on it.  It should have a temp malus
against its combat capacity and morale.

If you really want to make a player work to upgrade then require them to be returned to a planet with ground unit
construction capability and put it a construction 'slot' with upgrade time and costs.  Then the player has to wait for the
upgrade to be finished.
 

Offline Ehndras

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Re: A review and critique of ground forces in version 1.93
« Reply #21 on: May 06, 2020, 12:29:16 AM »
Ehndras,

May I suggest that your post will get better visibility as a separate thread in the "C# Bureau of Design" forum?

Good idea, I'll link to this post so I remember it exists, mainly why I posted here in the first place. :)
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Offline Jorgen_CAB

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Re: A review and critique of ground forces in version 1.93
« Reply #22 on: May 06, 2020, 04:17:27 AM »
Re. the "small vs. big" discussion:

In the context of Aurora game design, I cannot agree with any arguments based on many guerrilla forces tying down a single large formation, for two reasons:
1. Aurora does not simulate the additional training or personal ability required to coordinate the actions of many separate units. There is no concept of a "span of control" (how many formations can be directly commanded by any HQ) or of unit coordination between formations. The first is infinite. The second is either perfect or non-existent.
2. Aurora imposes no costs or limits on making many small formations. I can, for example, quite innocently set up squads - with no thought of abusing any game mechanic - only to get bonuses I never asked for because unified formations are supposed to have only one leader and can only take one (sometimes two) action(s)/round!

Aurora is all about game flexibility. The current system governing formation size does indeed give players flexibility in unit design,, but at the cost of some important gotchas and "you win" (or "you lose") buttons that pop up only in battle. This reduces effective flexibility, and works against Aurora's own genius.

Any game design must know its own limitations - and either a) strive to alleviate them, or else b) guide player game choices to accommodate them. A game doesn't have to do the first. No game can always accomplish the first. But an organized game design, one that knows its own self well, will at least deliver on the second.

It is the purpose of this review and critique to be of some assistance towards either of these two goals.

We are likely to see a development of the ground based combat model over time. If you follow the current combat mechanic it can be abused against the NPR in several ways.

The fact that units can engage in pretty much infinite numbers against any opposing numbers means that you usually get an exact mathematical curve following "Lancaster square law" of probability of outcome. That means even fights will almost never ever happen... in real life stalemates in wars are actually quite common and to win a war you usually need a considerable advantage in same way as it is way more resource costly to attack than defend no matter what. I'm not just talking about military might here as in real life population can and will resist using more paramilitary tactics if they are not swayed by the philosophical superiority of the winning side.

There could be a diplomatic component to combat which show the populations willingness to resist and help defending forces, diplomacy and other ratings such as xenophobia can be part of the picture as well.

You also have, as you pointed out, control over forces and engagement efficiency. It is much more complicated to wield a large force than a small one and there are limitation to how much forces can interact in a single time unit. The more forces that are involved in the fight the less forces should engage on both sides every time unit. The simplest would be to give the sides penalties to their to-hit rates based on the size of the forces. You probably could find some good formula and then tie it in with the terrain of the planets. A barren planet probably would allow more forces to fight than a jungle planet (this is sort of already factored in but not based in size of the formations). There also need to be a relation between the forces sizes as well as you can't really attack with 1000 men against 10 men at the same time, it works the same for larger formations too.

The mechanic currently have no sense of attack or defence between forces unless you assault a planet where the enemy is already entrenched and you choose not to wait until you also are fortified (which is kind of an abnormality and could be considered abuse).

There are many QoL changes that I see will need to come as well and which are more important than any mechanic changes to be honest. Having to manually upgrade, replace and micromanage troops will become a nightmare after a while. You have to constantly upgrade all troops everywhere and that will become tedious very fast. I don't mind loosing morale with changing troops, that is sort of abstraction of retraining troops using new equipment.
« Last Edit: May 06, 2020, 04:29:18 AM by Jorgen_CAB »
 

Offline Jorgen_CAB

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Re: A review and critique of ground forces in version 1.93
« Reply #23 on: May 06, 2020, 04:40:08 AM »
Oh... I forgot to comment on the big vs small formations...

To be honest I don't like how this work... the game should force us to build formations around certain limits... even if those size limits can be set as a game option.

I don't like the META gaming of big vs small as in I have many very tiny and you have large formations so I win as you waste you large formations shots at my tiny formation... or I use formations twice to three times yours and win as I get much more breakthroughs and don't waste fire-power.

That kind of strategy and game mechanic "abuse" is not fun as it makes no reals sense from a RP or real life perspective. All military organisations are broken down into a hierarchy that are very similar for a reason from fire-teams to cores and armies.

I think that it would be good if the game somehow penalised complicated formations but also forced us to use them if we want large formations to fight effectively at all.
« Last Edit: May 06, 2020, 04:46:34 AM by Jorgen_CAB »
 

Offline Father Tim

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Re: A review and critique of ground forces in version 1.93
« Reply #24 on: May 06, 2020, 05:16:39 AM »
Oh... I forgot to comment on the big vs small formations...

To be honest I don't like how this work... the game should force us to build formations around certain limits... even if those size limits can be set as a game option.

No it shouldn't.  Such limits are clearly an empire- (or possibly species-) based decision, and whether or not I use "big battalions" should not effect whether the Swarm does.

I don't like the META gaming of big vs small as in I have many very tiny and you have large formations so I win as you waste you large formations shots at my tiny formation... or I use formations twice to three times yours and win as I get much more breakthroughs and don't waste fire-power.

That kind of strategy and game mechanic "abuse" is not fun as it makes no reals sense from a RP or real life perspective. All military organisations are broken down into a hierarchy that are very similar for a reason from fire-teams to cores and armies.

Then don't abuse it.  We already have the breakthrough mechanic, it's perfectly reasonable to expect it to be extended to 'repeat until no breakthrough is achieved.'  We also have the '0 HTK systems are destroyed and roll again on the DAC' mechanic; it would be self-consistent for ground combat to do a similar thing.

Though I once again reject your definition of realism.  The English at Agincort didn't have fire teams and corps and armies.  Planetary BOLOs don't have squads.  Berserkers don't have junior officers and NCOs.  Heinlein's bugs don't form regiments.  What sort of heirarchy -- if any -- used by an empire is entirely a roleplaying decision.

I think that it would be good if the game somehow penalised complicated formations but also forced us to use them if we want large formations to fight effectively at all.

I don't.  That sounds like the worst of all options.
 
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Offline Jorgen_CAB

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Re: A review and critique of ground forces in version 1.93
« Reply #25 on: May 06, 2020, 05:29:04 AM »
Oh... I forgot to comment on the big vs small formations...

To be honest I don't like how this work... the game should force us to build formations around certain limits... even if those size limits can be set as a game option.

No it shouldn't.  Such limits are clearly an empire- (or possibly species-) based decision, and whether or not I use "big battalions" should not effect whether the Swarm does.

I don't like the META gaming of big vs small as in I have many very tiny and you have large formations so I win as you waste you large formations shots at my tiny formation... or I use formations twice to three times yours and win as I get much more breakthroughs and don't waste fire-power.

That kind of strategy and game mechanic "abuse" is not fun as it makes no reals sense from a RP or real life perspective. All military organisations are broken down into a hierarchy that are very similar for a reason from fire-teams to cores and armies.

Then don't abuse it.  We already have the breakthrough mechanic, it's perfectly reasonable to expect it to be extended to 'repeat until no breakthrough is achieved.'  We also have the '0 HTK systems are destroyed and roll again on the DAC' mechanic; it would be self-consistent for ground combat to do a similar thing.

Though I once again reject your definition of realism.  The English at Agincort didn't have fire teams and corps and armies.  Planetary BOLOs don't have squads.  Berserkers don't have junior officers and NCOs.  Heinlein's bugs don't form regiments.  What sort of heirarchy -- if any -- used by an empire is entirely a roleplaying decision.

I think that it would be good if the game somehow penalised complicated formations but also forced us to use them if we want large formations to fight effectively at all.

I don't.  That sounds like the worst of all options.

The limit would make the game easier to balance, it wold not impact RP that much but you would not have to adjust the size based on the enemies formation size so you don't abuse the game mechanics by mistake!
If the NPR build ground units in regiment an I build mine in platoons there is a big game mechanic impact and that is not good.


All armies in all times have used pretty much the same hierarchy for formations, even the English at Agincourt had their troops divided down to squad level formations. Just because armies fought differently have not changed how formations structures look like all that much. Formations and sizes has as much a battlefield use as it is and administrative reasons to it.

What I intend to get across is that it should not impact combat performance in the way it does as it make zero sense to do so.

The larger the force you try to wield the less effective it will become on an individual level, that is just pure fact.
« Last Edit: May 06, 2020, 05:37:52 AM by Jorgen_CAB »
 

Offline Father Tim

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Re: A review and critique of ground forces in version 1.93
« Reply #26 on: May 06, 2020, 07:38:47 AM »
. . .so you don't abuse the game mechanics by mistake!

If the NPR build ground units in regiment an I build mine in platoons there is a big game mechanic impact and that is not good. . .

Then fix that, don't pollute my game with some arbitrary fixed numbers that don't fit.

I finally have the ability to assign twenty marines to my frigate's crew, and you want to take it away again.

Quote from: Jorgen_CAB link=topic=11205.msg131192#msg131192
What I intend to get across is that it should not impact combat performance in the way it does as it make zero sense to do so.


I have yet to see any evidence that it even does so.  No one is posting "I ran a fight of one unit of two thousand infantry against two hundred units of ten infantry each, and here's what happened."  Instead they're assuming that somehow unit size is going to wildly unbalance ground combat -- as if missile design didn't already do the same thing for space combat.
 

Offline Jorgen_CAB

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Re: A review and critique of ground forces in version 1.93
« Reply #27 on: May 06, 2020, 07:46:27 AM »
. . .so you don't abuse the game mechanics by mistake!

If the NPR build ground units in regiment an I build mine in platoons there is a big game mechanic impact and that is not good. . .

Then fix that, don't pollute my game with some arbitrary fixed numbers that don't fit.

I finally have the ability to assign twenty marines to my frigate's crew, and you want to take it away again.

Quote from: Jorgen_CAB link=topic=11205.msg131192#msg131192
What I intend to get across is that it should not impact combat performance in the way it does as it make zero sense to do so.


I have yet to see any evidence that it even does so.  No one is posting "I ran a fight of one unit of two thousand infantry against two hundred units of ten infantry each, and here's what happened."  Instead they're assuming that somehow unit size is going to wildly unbalance ground combat -- as if missile design didn't already do the same thing for space combat.

I don't want to remove the customisation that we have. Just have limitations on how they interact from a mechanical perspective.

And trust me... I have tested it and there is a pretty big difference if you face to equally large armies one using big chunks of regiment size and one using formation in platoon size. It does matter, just try it.

I really like deep and detailed unit structures but I don't want to use them if the NPR I face use very big formations, not sure how the NPR build their armies though.
 

Offline kenlon

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Re: A review and critique of ground forces in version 1.93
« Reply #28 on: May 06, 2020, 03:18:17 PM »
Though I once again reject your definition of realism.  The English at Agincort didn't have fire teams and corps and armies.  Planetary BOLOs don't have squads.  Berserkers don't have junior officers and NCOs.  Heinlein's bugs don't form regiments.  What sort of heirarchy -- if any -- used by an empire is entirely a roleplaying decision.

You've actually hit on why it's important to normalize the interactions between one large formation and many small formations here quite well. At the actual point of conflict, it doesn't matter if one side is organized at the battalion level and the other is a bunch of irregulars.

There are two ways you can handle this:
  • Enforce the size of units on either side to normalize them.
  • Implement combat mechanics that match up combatants in a way other than purely unit(formation) pairing.

Pre-C# Aurora took option one, by having all ground units be prebaked. With C#, we have a much more interesting and fiddly(in the best ways) system, and that means we need to make sure that things are set up for option two.

The question becomes, how do you match up who can target who when you have one side organized into large formations and the other side is built out of many smaller ones.
Size? Simple number of elements on each side? Some form of combat width calculation based on unit chassis/weapon type of each element?

The one that most appeals to me is the combat width choice, allowing the tuning of vehicles vs infantry vs static, but it's not a trivial thing.
 

Offline Ehndras

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Re: A review and critique of ground forces in version 1.93
« Reply #29 on: May 06, 2020, 04:24:41 PM »
Quote from: Jorgen_CAB on Today at 04:40:08 AM
Quote
I don't like the META gaming of big vs small as in I have many very tiny and you have large formations so I win as you waste you large formations shots at my tiny formation... or I use formations twice to three times yours and win as I get much more breakthroughs and don't waste fire-power.

That kind of strategy and game mechanic "abuse" is not fun as it makes no reals sense from a RP or real life perspective. All military organisations are broken down into a hierarchy that are very similar for a reason from fire-teams to cores and armies.

Inaccurate, mate. Read up on the Battle of Kunlun Pass, the 1940 Hundred Regiments Offensive, and well over a dozen successful Chinese v Japanese battles during the Second Sino-Japanese War. (Mid-to-late WWII). Particularly note the Battle of Wuhan, resulting in 1.2m casualties, that directly let to a Japanese shift in focus and the bombing of Pearl Harbor. Some big, many small, but inferior Chinese forces took one hell of a toll on Japanese forces all around.

https://en.wikipedia.org/wiki/List_of_military_engagements_of_the_Second_Sino-Japanese_War

What you described as META is precisely the tactic Chinese forces often used against Japanese invasion, with arguable success. They often used small multi-unit infantry maneuver tactics to encircle, trap, and harass Japanese forces with vastly superior armament and armor accompaniment. While Japanese semiautomatic rifles and mortars outranged the Chinese, and Japanese armor did their thing, they remain susceptible to being tricking into focusing fire on secondary targets while being flanked by grenadier-riflemen fire teams.

Hell, from my dad and uncles' stories from Vietnam, it worked horrific wonders against our forces. To his dying day my dad couldn't smell certain things without going into a fugue state, and one of my uncles offed himself about 2 years ago after decades fighting his PTSD. Iraq-Afghan wars with similar results. One standard-issue ahole in compact sedan sporting a 500 Lb of TNT equivalent can achieve massive collateral damage out to 1.5k Ft or somewhere around 450 meters, while some randos who found Soviet-era support armament, stripped them, and stuck em on the back of a truck could do serious damage to infantry and air elements alike with minimal investment.

Remember the wealth and tech disparity. Consider Garfunkel's C# Aurora RP series: see how various nations are running negative on wealth, thus ruining their economy and industry? Imagine the cost of maintaining low-tech forces vs high tech forces while simultaneously fielding a space-capable navy.

It costs a guerrilla squad jack-all to weld a stolen soviet set-up onto a resurrected scrapyard 4x4 and seriously piss off their rivals with that half-assed Technical, while it costs hundreds of thousands, or millions, for our high-tech "solution." Its why its such a pain in the ass to fight in the Middle East, why the Vietnam war was such a mess, why no one wants to invade the continental US or russia, or stage raids on a Brazilian favela like my cousin Wagner, commander of the 4th Battalion of the Policia Militar de Governador Valadares did earlier in his career.

They achieve more against us by draining funds via the costs of deploying overwhelming firepower than any actual damage they can do.

Its said that morale is the most important aspect of any conflict, and its hard to feel victorious when you're launching missiles at pickup trucks and trying to type up a report at the FOB while a bunch of jackoffs mortar-bombard you every. single. god. damn. day. Ineffectively, but that's not the point. One of my cousins couldn't sleep for a year after returning from Kandahar because they'd randomly wake up expecting impacts, and now sleeps like a baby while blasting heavy rock or metal. The psychological and tactical effects of low-tech lightly-armed squad-level harassment are ABSOLUTELY not META, at all. One can easily cite historical precedent at every technological level during every major conflict and era-based doctrine throughout modern history, with plenty of old-world examples as well.
"Boop!" goes the thermonuclear missile salvo