If this is your first visit, be sure to check out the
FAQ by clicking the link above. You may have to
register or
login before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
| 3 JUL 2010 at 2:15pm |
rahamyCommander


Posts : 1304 Joined: 6 MAR 2008 Location: US, VA
Status : Offline | What's in the hex? Could be terrain or a hex side modifier. It should defend with its defensive value I believe.
|
| 4 JUL 2010 at 1:20am |
killkessCenturion


Posts : 17 Joined: 12 APR 2010
Status : Online | Im currently trying to get into the game mechanics... so i took a rather easy easy example. Its from the tutorial-scenario:
[image]http://leanderk.de/kilian/assault2.jpg[/image]
So, any idea of how to come to the numbers given the information above? Any idea about the defense modifier?
|
| 4 JUL 2010 at 1:24am |
killkessCenturion


Posts : 17 Joined: 12 APR 2010
Status : Online | Originally Posted By rahamy
It should defend with its defensive value I believe.
[h2]Defending Units in an Assault[/h2]
The following modifiers apply to the assault value of defending units.
Units that are Disrupted, have Low Ammo, or are Digging-In defend at 1/2 assault value.
Units that are in Travel or Rail Mode defend at 1/4 assault value.
Units that are Broken defend at 1/4 assault value.
Engineer units that are building or maintaining a bridge defend at 1/2 assault value.
Units that are laying or clearing mines defend at ½ assault value.
Units that have a specific Facing have an assault value of 0 when all of the attacking units are attacking through the rear facing hexsides.
When an assaulting unit has to defend? Thats the part off the manual my question is referred to. If i understand correctly the assault value is used. or do i simply missunderstand the manual?
|
| 4 JUL 2010 at 12:12pm |
Glenn SaundersCenturion


Posts : 137 Joined: 29 APR 2001
Status : Online | The defenders value in an assault is dependant upon teh optional rules you are using. In some cases it is the defense factor and in other cases it is the assault.
As for the modifier, I can't say without seeing the BTL file.
Glenn
Glenn Saunders
gcsaundersATgmail.com
Project Co-ordinator
John Tiller Software
|
| 4 JUL 2010 at 2:31pm |
killkessCenturion


Posts : 17 Joined: 12 APR 2010
Status : Online | What is a BTL file?
Which optional rule you are referring to?
|
| 4 JUL 2010 at 5:29pm |
rahamyCommander


Posts : 1304 Joined: 6 MAR 2008 Location: US, VA
Status : Offline | A BTL file is the game file generated when you play against the computer. It will be inside the main game directory and have what ever name you assigned it when you completed the first turn. The default is battle.btl
By sending us a game file we can tell what optional rules you are using.
|
| 4 JUL 2010 at 10:59pm |
RickyBCenturion


Posts : 11 Joined: 20 MAY 2003
Status : Online | Hi Killkess,
Glenn asked me to jump in on your question on the defender modifier. The 10 is the defender unit quality modifier - it is B quality and that results in a plus 10% modifier for the assault.
Ia m not sure where your first line comes from, must be something from your selection of rules as Glenn asked about - when I run the started scenario, I get 138 to 4, where I know the 4 makes sense for the defender based on my understanding of how things work. But either way, that is the odds for the assault. As to the 138 I have a tougher time figuring that out - but the 84 that you have showing seems too low to me, as my best guess at a calculated number is higher than 138, but under 200 - not under 100!
The -30 for the attack modifier is from the defenseive modifier for the forest terrain of the defender - if any attackers are vehicles or infantry type units are in travel mode, then the terrain modifier is included in the assault resolution.
Hope that helps!
Rick
|
| 5 JUL 2010 at 1:31am |
killkessCenturion


Posts : 17 Joined: 12 APR 2010
Status : Online | Would you be able to explain you calculation?
For me:
Assault:
25 assault strenght *40 vehicles=1000
1000*0,5(travelmode)*0,7(attack modifier)*0,5(TIS modifier)=175
Defense:
18 defense strength * 3 vehicles * 1,1 (defense modifier)=~59
|
| 5 JUL 2010 at 9:40am |
Glenn SaundersCenturion


Posts : 137 Joined: 29 APR 2001
Status : Online | > Would you be able to explain you calculation?
There is some explanation on the combat calculation in the documentation but honestly Killkess, if your trying get the feel for the game going through the math is not the way to do it.
This is not a simple odds calcualtion with a modified die roll like many of the borad games some of us grew up playing.
What you should do is just look at the situation, see that you have 40 average Russian Tanks in good combat order (no or very low Fatigue) that is in Travel mod (halved attack) that is assaulting 3 WG AFVs in a woods. You have to figure the results will be successful.
86-6 might tell you that but most people play the game with FOW ON so we don't even see these numbers. Also - it appears that you are using a MOD with may have altered the default game values because I get different numbers than you get using the same situation.
Anyway - my experience is that studying and having a sound understanding of the math is not the most effective way to play the game. The calcualtion is complex as you are finding burt it can be that way BECAUSE we don't have to manually do it. We have the CPU to handle this leaving us to enjoy the other aspects of the game.
Glenn
Glenn Saunders
gcsaundersATgmail.com
Project Co-ordinator
John Tiller Software
|
| 5 JUL 2010 at 12:19pm |
killkessCenturion


Posts : 17 Joined: 12 APR 2010
Status : Online | Normaly i also play the game with FOW on... but i came across some things i couldnt understand. So i tried to get a more closer look to the game mechanics and while doing so i have to look at the underlaying math.
Im not sure why i got different results before... now i also get the same result as mentioned. But still... why do the defenders defend with a value of 4? That doesnt fit to anything i can think off, not to the defense-values, assault values and not with any modifier.
Still thx for your long awnser and i highly appreciat it.
|
| 5 JUL 2010 at 10:58pm |
Glenn SaundersCenturion


Posts : 137 Joined: 29 APR 2001
Status : Online | sorry for the misunderstanding in my last post
I have been working with the game and the sytem a long time and confess I can't manually calculate the results on paper - but nor do I care to learn that. I prefer to play and enjoy and leave the math to the processor.
Glenn
Glenn Saunders
gcsaundersATgmail.com
Project Co-ordinator
John Tiller Software
|
| 6 JUL 2010 at 12:15am |
killkessCenturion


Posts : 17 Joined: 12 APR 2010
Status : Online | Originally Posted By Glenn Saunders
In my game, the defending Unit - a Jpz Rakete - has an Assault Value of 4 so I guess that partically answers your first question come to think of it.
But there are more than 1 vehicle. If i understood correctly the values are given either for 1 vehicle or for 10 people equalling 1 vehicle. So even with the 4 assault value it would make 3*4*1,1=13
Originally Posted By Glenn Saunders
Now that said, from time to time shold I suspect something is not right I get John to run it through the debugger and it in virtually all cases is something I hadn't considered.
And thats the reason i ask this kind of questions... i want to understand the mechanics to prevent running in things i havent considered yet.
Which is the optional rule to change between to defense with assault value and to defense with defense value?
|