Terrain elevation

The Campaign Series: Middle East 1948-1985 is a new turn-based, tactical wargame that focuses on conflicts in the Middle East.

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nukkxx5058
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Terrain elevation

Post by nukkxx5058 »

When I look at the map it seems there's an elevation (above and below the cliff) but when I activate the elevation values, it's all on the "1" level. I suppose I should refer to the numerical values (both sides of the cliff are actually @ 650m elevation) ... This is a little bit misleading. No ?

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RE: Terrain elevation

Post by berto »


Those aren't cliffs; they are wadis. You can see that from the Info Box, where it says "Terrain ... Wadi".

Wadis have no inherent effect on elevation.

From p. 248 of the Manual:

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RE: Terrain elevation

Post by nukkxx5058 »

Ah ok, missed the 'wadi' info. But anyway I just had no idea what a wadi was :-) Now I can see ... a dried river bed.
So at least it provides some cover, good news ! Will browse the manual for different terrain types.

Generally speaking, does the terrain has a real noticeable and important effect on the game/combat ?
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RE: Terrain elevation

Post by berto »

ORIGINAL: nukkxx

Generally speaking, does the terrain has a real noticeable and important effect on the game/combat ?
Yes indeed. Try these:

[*]Display > Terrain Combat Modifiers (hot key /)
[*]Display > Concealment Modifiers (hot key ;)
[*]Display > Morale Modifiers (hot key ')

not to mention movement effects, LOS, and so very much more. The Manual has much to say about the effects of terrain. Terrain is uber important!
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RE: Terrain elevation

Post by marcdhanna »

Do a search on 'terrain' in the manual and read everything about it, then return with specific questions:

11.0 Middle East Terrain ....................................................................................................................... 244
11.1 Middle East Terrain and their effects.............................................................................................244
11.1.1 Middle East Terrain..................................................................................................................244
11.2.1 Terrain Hex Types....................................................................................................................244
11.2.2 Terrain Combat Modifier (TEM) .............................................................................................244
11.2.3 Terrain Concealment (TC) .......................................................................................................244
11.2.4 Morale Modifier.......................................................................................................................244
11.2.5 Height.......................................................................................................................................245
11.2.6 Hexes........................................................................................................................................245

Toggle Terrain Combat Modifiers: Toggles the Terrain Combat Modifiers on or off of the
map

Terrain Combat Modifiers (/ or ALT+4): Allows you to toggle (off or on) the terrain combat
modifiers.
Concealment Modifiers (; or ALT+5): Allows you to toggle (off or on) the concealment
modifiers.

Action: This is the number of Action Points the unit has remaining. All units start each friendly
turn with 100 Action Points; each action executed during a turn and each terrain entered will cost
a given amount of Action Points. Note that due to the differing movement rates, different unit
types will expend different amounts of Action Points for entering similar terrain. To see how
many Action Points it costs to enter each terrain type, select that unit and press the F2 key to
access the Unit Data dialog. The Action Points expended to enter a hex are doubled if the unit is
Disrupted (to a maximum of 65 Action Points; see Section 3.1.2.

Concealment*: This is the Concealment Modifier of the terrain in the selected hex. The lower the
Concealment Modifier, the less likely the platoon will be spotted during a Line of Sight check. For
example; Shrub has a Concealment of -1 while a Village has a Concealment of -3; the infantry would be
less likely to be spotted in the Village.


Certain terrain and fortification types will modify (increase or decrease) the Attack Strength of
units that fire at targets in that terrain type. The modifiers are:
Full Hex
Water: 1.0 Shallow Water: 1.0 Super Canal: 1.0
Marsh: 0.95 Swamp: 0.8 Rice Paddy (Dry) 0.9
Flooded Paddy: 0.9 Open: 1.0 Field: 1.0
Soft Sand: 0.9 Scrub: 1.0 Hamada: 1.0
Wadi: 0.8 Cactus Patch: 1.0 Vineyard: 1.0
Orchard: 0.9 Forest: 0.8 Palms: 0.95
Light Jungle: 0.7 Dense Jungle: 0.6 Canal: 1.0
Village: 0.7 Suburb: 0.7 City: 0.6
Industrial: 0.5 Special Building: 0.6
Uphill/Downhill: 0.9
Hexside
Hedge: 0.9 Embankment: 0.8 Low Stone Wall: 0.8
Bocage: 0.65 Dunes: 0.8 Ditch: 0.8
Crest: 0.8
Special
Improved Position: 0.75 Trench: 0.56 Bunker/Pillbox: 0.75*
Terrain: Depending on the height of the terrain type, Line of Sight may be blocked

etc etc etc [:)]
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RE: Terrain elevation

Post by Oberst_Klink »

ORIGINAL: nukkxx

Ah ok, missed the 'wadi' info. But anyway I just had no idea what a wadi was :-) Now I can see ... a dried river bed.
So at least it provides some cover, good news ! Will browse the manual for different terrain types.

Generally speaking, does the terrain has a real noticeable and important effect on the game/combat ?
Most of the terrain info, as well as its effect on moral, etc. are shown.

Klink, Oberst

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RE: Terrain elevation

Post by nukkxx5058 »

Certain terrain and fortification types will modify (increase or decrease) the Attack Strength of
units that fire at targets in that terrain type. The modifiers are:
Full Hex
Water: 1.0 Shallow Water: 1.0 Super Canal: 1.0
Marsh: 0.95 Swamp: 0.8 Rice Paddy (Dry) 0.9
Flooded Paddy: 0.9 Open: 1.0 Field: 1.0
Soft Sand: 0.9 Scrub: 1.0 Hamada: 1.0
Wadi: 0.8 Cactus Patch: 1.0 Vineyard: 1.0
Orchard: 0.9 Forest: 0.8 Palms: 0.95
Light Jungle: 0.7 Dense Jungle: 0.6 Canal: 1.0
Village: 0.7 Suburb: 0.7 City: 0.6
Industrial: 0.5 Special Building: 0.6
Uphill/Downhill: 0.9
Hexside
Hedge: 0.9 Embankment: 0.8 Low Stone Wall: 0.8
Bocage: 0.65 Dunes: 0.8 Ditch: 0.8
Crest: 0.8
Special
Improved Position: 0.75 Trench: 0.56 Bunker/Pillbox: 0.75*

Are these simple multipliers ? In this case it doesn't seem to have a massive effect as the worse case would be a -35% (bocage) -30% city. I intuitively would expect some terrain (deeply entranched, mountains, etc) to have a much stronger effect like a 80-90% reduction of the strength of the attack. Think about a group of snipers hidden in a mountain.
No ?

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RE: Terrain elevation

Post by Oberst_Klink »

Certain terrain and fortification

The Modified Attack Strength is calculated by:
(Attack Strengthª* + C) x (Terrain/Fortification Modifier° of the defender’s hex)

ª: The Attack Strength is the Hard or Soft Attack Strength listed when the fire-mode cursor moves over the target hex or the 3D icon. This number will vary depending on the range to the target.
*: halved if the attacking unit is Fatigued, Disrupted or firing out of or into Smoke (for each occurrence, Fractions Rounded Down to a minimum of 1).
C: Command Rating of the Commanding Leader in the same hex that has greater than or equal to the Action Point Fire Cost of the firing unit.
°: Certain terrain and fortification types will modify (increase or decrease) the Attack Strength of units that fire at targets in that terrain type.


And there's more to it in 3.2.8 Combat Formula.

You can easily create an .XLS sheet to calculate it with one click.

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RE: Terrain elevation

Post by Crossroads »

Thank you Herr Oberst, your visual aids are most helpful (re post #6 for instance)
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RE: Terrain elevation

Post by Oberst_Klink »

ORIGINAL: Crossroads

Thank you Herr Oberst, your visual aids are most helpful (re post #6 for instance)
Give me another few minutes and I will visualize the whole attack/defence 'hover the cursor over the target' things...

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RE: Terrain elevation

Post by Crossroads »

Feel free to start Tutorial threads here, per topic, as you see fit [:)]
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RE: Terrain elevation

Post by Oberst_Klink »

The basics...

As per manual (Bootcamp Scenario):

While in Fire Mode, hovering the cursor over the unfriendly platoon will display a
pop-up that says “? – Unknown @ 37” (or more, depending if one of your SAS Troops
are Disrupted). This means that there is an unknown number of Strength Points of an Unknown platoon
that your SAS Troops are firing at with a combined Soft Attack strength of 37.


Klink, Oberst

P.S. The 1st screenshot I posted was incorrect; I amended that.


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RE: Terrain elevation

Post by Oberst_Klink »

And more...

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RE: Terrain elevation

Post by Oberst_Klink »

ORIGINAL: Crossroads

Feel free to start Tutorial threads here, per topic, as you see fit [:)]
It's in the making... 1st I need to be 100% sure I ain't post half-truths... ;)
The slides will be as good as the Klink TOAW IV slides, I do promise.

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