Evaluating combat value of LCUs

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Marc
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Evaluating combat value of LCUs

Post by Marc »

To evaluate the combat efficiency of LCUs we have the "Assault Strength" value.
In my opinion this is not very helpful as it is a very simple number. If this would be the real efficiency you would have no problems fighting against units with an av value of 0.

Here is the formula how the value is determined:
Add all active devices of the types 22/AFV, 23/Squad, 24/Engineer if they have at least an Anti-Soft value of 10.
That's it.
No consideration of Disruption, Fatigue, Morale, Experience, Anti-Soft, Armor, Anti-Armor values.

Here two examples. Just add the yellow marked numbers in the right side and you have the "Assault Strength".
21.jpg
21.jpg (41.69 KiB) Viewed 1396 times
124.jpg
124.jpg (38.55 KiB) Viewed 1396 times

I thought of calculating a combat efficiency by myself and for now have this in my mind:
First adding the Anti-Soft, Anti-Armor and Armor values of every device and multipy that by the number of enabled devices
(Anti-Soft + Anti-Armor + Armor) * #enabled devices

And then take XP, Morale, Fatige and Disruption in consideration
* XP/100 * Morale/100 * (100-Fatigue)/100 * (100-Disruption)/100

Here is the calculation with the two units from above.
Their Assault Strength values are nearly the same but I think their real combat efficiency is not at this moment.

What do you think? Oppinions? Suggestions?
AV calc.jpg
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RangerJoe
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Re: Evaluating combat value of LCUs

Post by RangerJoe »

Don't try to overthink things, your head might explode!

That said, the non-combat devices also help. Do you see how these units are low on support? They can't support all of the troops on their own. If they are in a base where other units have excess support, they will help those that are deficient.

All of those other factors that you have mentioned plus others give you the adjusted assault value.

There is also a difference between the attack values and how they are on the defense.
Seek peace but keep your gun handy.

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Chris21wen
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Re: Evaluating combat value of LCUs

Post by Chris21wen »

As Rangerjoe said your over thinking it. Your trying to do something with numbers that most who play try and work out in ther heads and do something about. i.e pulling units off line or not sending them in with low morale, fatigue etc.

As fas as I'm concerned there's no such thing as a simple combat efficiency thing. Your calculations are flawed as it take no account of terrain, weather, opposition, leaders, artillary support and probably more stuff not least luck. It's commonsense given all othere thing equal that a unit with morale 100 will fight better than a unit with morale 50.
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jdsrae
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Re: Evaluating combat value of LCUs

Post by jdsrae »

If you multiply anti-soft value and # of squads/devices, then sum them together for a unit, you would get a unit level anti-soft "firepower" number. That could be a useful metric to have to compare against other similar units.
If you do that for an IJA Infantry Division and a US Army Infantry Division that have similar basic assault value, then compare the two, you will see the extra firepower that US Army Divisions have, especially 1944/45 comparisons.
There are so many different TOEs, some TOEs can change, and the firepower stats of devices also changes through the years, that it would take a lot of time and effort to calculate them all.
Developing a general feeling for relative "firepower" of various units could help you play the land game a bit better though.
Currently playing my first PBEM, no house rules Scenario 1 as IJ.
AAR link (no SolInvictus): https://www.matrixgames.com/forums/tm.asp?m=4684655
GetAssista
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Re: Evaluating combat value of LCUs

Post by GetAssista »

Marc wrote: Tue Aug 23, 2022 8:46 pm What do you think? Oppinions? Suggestions?
Different squads/devices are good at different things in different situations. There is no universal value number for a unit and will never be (and yes, AV is also just an indicator for the total number of certain squads). Game experience is the best teacher here. Luckily, the amount of different unit TOEs is limited, and one quickly catches the grasp of how and when a typical Jap ID e.g. differs from a typical Chinese corps of the same AV.
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Marc
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Re: Evaluating combat value of LCUs

Post by Marc »

jdsrae wrote: Wed Aug 24, 2022 11:47 am If you multiply anti-soft value and # of squads/devices, then sum them together for a unit, you would get a unit level anti-soft "firepower" number. That could be a useful metric to have to compare against other similar units.
If you do that for an IJA Infantry Division and a US Army Infantry Division that have similar basic assault value, then compare the two, you will see the extra firepower that US Army Divisions have, especially 1944/45 comparisons.
There are so many different TOEs, some TOEs can change, and the firepower stats of devices also changes through the years, that it would take a lot of time and effort to calculate them all.
Developing a general feeling for relative "firepower" of various units could help you play the land game a bit better though.
Thank you all for your opinions.

@jdsrae:
The effort can be done by a script that I have built. So that is no problem.
I could incorporate that in the tool I have ready here:
https://www.matrixgames.com/forums/view ... 6#p5022236
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