Draft Tables & Charts section for comment

Combat Command is Boku Strategy Games World War II operational game. strategy games played warfare on a hex playing field with turn-based game play utilizing company-sized units. Game design aspects include turn phases, combat resolution, unit design, scenarios and artificial intelligence.

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PirateJock
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Draft Tables & Charts section for comment

Post by PirateJock »

Dear All

Apologies for the double post but not sure if people noticed the draft Tables & Charts section is out there for comment; it can be found on my Google site at http://www.piratejock.co.uk/combat-command-matrix-edition/files-for-download

I have completely reformatted and rearranged. Please let me know (i) if there's anything I've got wrong or misinterpreted (likely!) and (ii) how easy is it to read/understand.

Cheers
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sabre1
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RE: Draft Tables & Charts section for comment

Post by sabre1 »

Looks good to me, and thanks. But I just play the game. I gurantee you I don't know what the heck I'm doing, but I'm having fun doing it.
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RE: Draft Tables & Charts section for comment

Post by PirateJock »

And that's what counts [:)]
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Max 86
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RE: Draft Tables & Charts section for comment

Post by Max 86 »

I haven't seen anything that stands out yet but further scrutiny is forthcoming.
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Obsolete
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RE: Draft Tables & Charts section for comment

Post by Obsolete »

I did a quick skim over it now. Problem is I've been pulling another all-nighter with other work so I'm not 100% alert but things look sharp and professional so far (at least the tables). I will try to do some verification on a few things later on (XEnergy drinks help right now). I'm also guessing from your attention to detail that you've played a wargame or two at ladder competition level somewhere...
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Obsolete
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RE: Draft Tables & Charts section for comment

Post by Obsolete »

Jock, your table (1.1) asked for information regarding Salt Marshes and Wadis. After doing some investigative battle-logging the stats should be as follows:

Terrain: Salt Marsh
Type: B
Level: 0
Movement: Leg 6/3 Wheel N.E. Track N.E.
Def:-
Att:-
AT:-

Terrain: Wadi
Type: H
Level: NA
Movement: Leg 6/5 Wheel 12/11 Track 12/11
Def: 10%
Att:-
AT: -



I'm guessing the reason the Wadi never made it into the stats tables is because it's more of an African landscape feature, and Desert Rats came after the first Danger Forward release, so this feature has continually slipped through the cracks over the decade.

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Obsolete
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RE: Draft Tables & Charts section for comment

Post by Obsolete »

I decided to do a little investigation on the DV modifiers for orchards & woods. I'm a bit surprised that instead of adding defense to the defenders, woods tends often to cause a penalty when bombardments are carried out.

Now, I know back in Napoleon's time armies tried to avoid parking near forests during bombardments because the primary casualties always came not from the projectile itself hitting troops, but when it passed through trees which would cause numerous deadly splinters to fraction off at high-speed in many directions.

They used to joke about this and make it analogous to standing under a tree during a lightning storm.

HOWEVER, I was under the impression that MODERN artillery worked in a different manner... I guess I learn something new every week.

I'm curious if this makes sense to you guys?
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RE: Draft Tables & Charts section for comment

Post by PirateJock »

Hi Obsolete

Thanks for the info on salt marsh and wadi; I'll update the table.

With the orchard and wood DVs I would have expected the DV for those hex types to be less than the Clear hex for the reason you stated, i.e. damage caused by flying tree debris. There's a Band of Brother's episode, Breaking Point, where they suffer heavy casualties from artillery fire while dug in in the Ardennes forest.

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Obsolete
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RE: Draft Tables & Charts section for comment

Post by Obsolete »


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Well, after I resumed my investigation using the editor & game-engine, it seems that Orchards have no effect. I guess because they are too small & too sparse. It becomes apparent that Woods cause a -1 modifier to the DV of the terrain they are in.

Thus, the worst possible tile to defend in against artillery would be Clear+Forested terrain.

BTW, I saw you left the TOWN modifier out of the table. Despite Towns have a +0 and hence can be ignored, I'd make a note of them somewhere in there, because people are going to be trying to look that up.... well at least grognards will.



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RE: Draft Tables & Charts section for comment

Post by PirateJock »

Thanks for the information Obsolete ... document updated (link in Post#1)
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RE: Draft Tables & Charts section for comment

Post by Obsolete »

I only wish now we had dug deeper into this a little bit earlier, since I"m getting my ass handed to me in a current PBEM "Troinia Scenario". I'm getting cracked by massive artillery, and realize I could have at least done a few small things a little better.... as I hate getting sloppy and my opponent is tuff with a lot of wargaming experience. HOWEVER, I am only a few hour away (2-turns) from my 6.am reinforcements, and IIRC I will get my own massive artillery arriving on the field to counter-blast him away. So... I just may spot some low DV terrain I may possibly lure him into :P

I did do a little bit of studying on AT attacks a while back and some basic charting, but I was also planning into getting even more in-depth in that as well. Maybe if I get around to it in the near future we can index those as well somewhere.

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