Someone please explain the concept of shifts?

Korsun Pocket is a the second game using the award winning SSG Decisive Battles game engine. Korsun Pocket recreates the desperate German attempt to escape encirclement on the Russian Front early in 1944. The battle is a tense and exciting struggle, with neither side having a decisive advantage, as the Russians struggle to form the pocket, then try to resist successive German rescue efforts and last ditch attempts at breakout.
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Knavery2112
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Someone please explain the concept of shifts?

Post by Knavery2112 »

I'm new to hex-based wargaming and the manual doesn't do a good job of explaining what exactly a shift is. Thanks.
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Pawlock
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Post by Pawlock »

Knavery2112 wrote:I'm new to hex-based wargaming and the manual doesn't do a good job of explaining what exactly a shift is. Thanks.

I'll try my best in the context of KP,

If you look at the CRT tables you will notice a differnet table for different terrains.

Along the top of the tables are the various odds, normally from left to right worse to best.

So for example say you have 5-1 odds and then apply 1 positive shift, this would then increase your odds to 6-1. So basically shifts apply to moving the columns one way or other with each column being 1 shift.

When looking at shifts, one thing to remember IIRC the defender always starts with a negative 4 shifts in most cases, its by applying artillery, leaders, attacking from more valid hexes, more strenght etc that enables the attacker to combat this effect.

Hope I expalained this so you can understand.
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Fred98
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Post by Fred98 »

For each type of terrain there is a Combat Results Table ("CRT")

Lets say you are attacking and that the odds are 60:20 or 3:1

If you receive one shift then you shift along one column to 4:1

If the opponent receives a shift then you shift long one column to 2:1

Ergo, a shift is really important
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Knavery2112
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Post by Knavery2112 »

Ok.. i understand that with a shift you gain a better advantage, or if the enemy gains a shift, you lose an advantage.

What is the legal definition of shift? WHY does it happen? Does shift mean the men move or shift? Why is this encorporated into a game? Still have no idea what it means. I've looked at the CRT and don't really understand the complexity of the odds and such. Remember, I am new to hex-based wargaming and SUCK at math. Thanks.
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stolazi
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Post by stolazi »

Hey Knavery--

I just think of shifts as being shifts in the odds--not troop movement or anything. For instance, if the enemy has defensive artillery that can chime in when you attack a certain hex, the defender gets a +1 shift in the overall odds (or you get a -1). If the enemy unit is entrenched, he gets a +1, and so on. So I think you take all the factors into account (anti-tank defenses, shock value?, etc.), add the plusses and minuses, and whatever number you end up with is the final shift that you use to calculate the odds of the attack.

I haven't read the manual, just the tutorials, so I could be off on this. I hope that helps. I'm sure someone will correct me if I'm wrong. ;)
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Belisarius
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Post by Belisarius »

Well, at many instances, a shift change in your favour won't improve the odds. But you get the idea. ;) Plus, if adding e.g. artillery shifts doesn't change the outcome, that artillery can be saved for another attack in the sector.
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Adam Parker
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Post by Adam Parker »

Knavery try this.

Some war games are odds based and use what's called a "Combat Results Table" (CRT) listing outcomes based on the various odds of the combatants and the various rolls of a dice or die. KP is one such game.

In some of these designs, various factors add or subtract to the dice rolls - these are called Dice Roll Modifiers (DRM). Therefore usually the 2 sides will determine their combat odds corresponding to a column on the CRT and the DRM will make the dice roll within that particular odds column go up or down to determine the column's combat result.

In KP an additional system is used in which not only do the combatants calculate their combat odds but various things cause that actual odds ratio to "shift" left or right on the CRT in determining the specific odds column that will be used.

A "shift" therefore is merely a KP game design term, relating to the mechanics of how combat odds are calculated and the combat resolution column selected, against which a dice will soon be rolled.
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Post by Capitaine »

The "odds" represented on the CRT being shown reflect the relative advantage of either side winning a combat. Historically, 3-1 has been deemed to be a kind of minimal ratio for an attacker to avoid a disaster (doesn't necessarily assure a victory). Of course, how KP uses its "odds" might differ from classic theory. But in any event, a shift in your favor means you gain more of an advantage.

This advantage is determined by the game designers' assessment of the value of certain combat situations as defined by what causes a shift one way or the other. So, just think of the "shift" as one more element of advantage to the side that gains it. As noted, the defender starts with 4 shifts suggesting that merely by defending, it is in an advantageous position vice the sheer attack factors of the attacker.

It is semi-subjective, but like all things in war, that is simply how it goes. Lifetimes have been spent attempting to quantify the elements of warfare, without absolute success and clarity in any case. It's too fluid and dependant on too many factors to quantify absolutely.
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Fred98
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Post by Fred98 »

Start by looking at any Combat Results Table (“CRT”)

Look at the column that reads 3:1

Now SHIFT your eyes to the right and look at column 4:1

Now you understand a SHIFT
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Post by Pawlock »

Joe 98 wrote:Start by looking at any Combat Results Table (“CRT”)

Look at the column that reads 3:1

Now SHIFT your eyes to the right and look at column 4:1

Now you understand a SHIFT

So simple, but yet great expalination!!!
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Knavery2112
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Post by Knavery2112 »

Thanks guys... When I said I was confused, everyone came to the rescue. I was thinking movement, but it's not that at all. It's a shift in the odds. Now things are starting to make more sense. And since I bought ToAW: CoW, I can master this and move onto that. I hear it's a real bear.
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Rob Gjessing
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Post by Rob Gjessing »

What? Move onto TOAW - thats a step backwards [runs off and hides from the TOAW diehards..] :)
Isn't that bizarre?
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