Combat Mechanics - Combat Round Set-up

Decisive Campaigns: Ardennes Offensive is the fourth wargame in the Decisive Campaign series. Covering the battles in the Ardennes between December 1944 and January 1945, it brings to life Operational wargaming by lowering the scale to just above tactical level.

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warnevada
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Joined: Thu Feb 05, 2015 4:00 pm

Combat Mechanics - Combat Round Set-up

Post by warnevada »

A battle is set up for a number of combat rounds or turns determined by the attacking side unit with the greatest number of APs. There will potentially be one combat round for every 10 APs, so if that unit has 100 APs there will be 10 rounds, if it has 57 APs there will be 5 rounds. Occasionally in a close fought battle the game may add one or two rounds in an effort to get a resolution to the battle.

At the start of each round the game checks each hex where there are attacker units in order to calculate flanking combat bonus. If there are any active elements in that hex then it counts toward the bonus; if all the elements are either dead or have a retreat status then it does not.

After all element combat has been concluded, the game checks the attacker and defender elements. If there are no active attacker or defender elements left the battle is over. If it is the previously calculated last round the game checks the strength ratio between attacker and defender; if it is close (Vic would have to supply the exact ratio) it will add a combat round. At the end of the extra round it will, if there hasn't been a resolution, repeat the process and add another extra round. If there still has been no resolution the battle ends. Resolution is defined as only one side, attacker or defender, having active elements.
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