After watching the GOG/Larian preview for Dragon Commander I was left a bit puzzled about one potential gameplay issue. I feel there may be a kind of disjunction between the strategy (board game) level and the RTS level of the game, which is unrealistic and immersion-breaking.
Let me illustrate with an example (a simplistic one):
1. On the board game level I attack with 10 units, battle sarts.
2. During the battle I create additonal 20 units.
3. 15 units die during the battle.
4. Profit! I now have 15 units!
There are two problems with that:
1. I have now more units than I had before the battle. How does that work? Usually troops are destroyed in battle, not multiplied.
2. How is that realistic time-wise? RTS-Style instant unit creation does not really fit into a turn-based strategy where You have to manage resources long-term and plan in advance. Doesn't this disjunction make the strategy layer unit creation rather irrelevant? If I'm good with the RTS part, why wouldn't I attack an area with 3 units and have 30 units after the battle?
Maybe I'm missing something obvious here. If so, please tell me. So, how does it work?