Some believe in the possibility to predict every combat outcome with accuracy to get close to 100% win rates, even with often relatively close final odds. All this without having accurate CV (and what they are made off), SU committments, RESERVES, Fort reductions, Leaders and Leader Rolls known before combat.
Therefore we will have a look at some "Halted at range 123" attacks and see what we can make off it to see if there is actual a way to make/predict 100%'ish winning attacks.
This post contains assumptions (maybe the Devs give more input) and simplifications. It focuses on single on single Divisional action.
Leaders in Combat:
As was established some time ago, Leaders are (likely) not affecting the Combat performance of Ground Elements directly, maybe there is still some caveat to Initiative.
They certainly do it indirectly through Supplies and such.
More important for results are their Combat Rating rolls for the overall final CV calculation.
For combat relevant ratings are:
Initiative Rating:
- SU committments
- RESERVE activations
- converts Hasty Attacks into SCOUTs
- involved in halting attacks in some unknown way (with higher Initiative)
Mech/Inf Ratings:Living Manual 1.32, p.239 wrote:The Initiative leader rating is used for determining the actual number of movement
points a unit will have during the turn, [...] the ability of support units and combat units in reserve status to commit
to a battle, and the ability to reduce casualties by turning a low odds hasty attack into
a reconnaissance in force [SCOUT].
Equally leaders with an initiative rating of more than 5 are more likely to halt a poor
odds attack at a greater range, thus reducing overall attacker losses.
- Final CV
- (very likely) rolls "intermediate CV" in a similar way to decide whether an attack is halted at "Halt range 123"
The Leader shown in the Combat window is only rolling the final CV for his own units, units of other HQs roll their own units, I assume this works the same for intermediate CV.Living Manual 1.32, p.240 wrote:Mechanized (Mech) and Infantry Ratings: These ratings are used to determine [...] Successful rating checks will increase combat value [...]
Mech ratings apply to motorized units and the infantry ratings to non-motorized.
...there is certainly more rolls related to things like retreat losses/retrat distance, but that is "after combat", so does not matter here.
TLDR for CV of Ground Elements, each Element has a CV, CV is impacted by many things, at start of combat the CV of an element are determined/fixed depending on those many factors, if an element is DEStroyed, DAMaged or DISrupted during combat it does no longer contribute to the final CV (or the intermediate CV - assumption).
start.
So, as the title states we want to figure out how/why attacks are halted. For that we first of all need to understand how the final CV are generated/impacted by leader rolls. Since - assumption - the intermediate CV are calculated in the very same way.
For that I will quote Joel (can't find it in the Living Manual somehow):
So, this being established, we can look further into the halted attacks.Joel Billings wrote: Wed Nov 13, 2024 2:26 am Each block of elements in a unit (i.e. 500 Rifle Squads, 25 37mm AT guns, 5 T-34 76s) rolls the leader rating and can be multiplied by 1.25 or divided by 1.25. In addition each distinct unit in the combat (i.e. 3rd Rifle Division, 7th Artillery battalion) does a leader roll and can have it's CV value halved.
[...]
This, as mentioned, I expect to be the same calculation (to the largest degree at least), since it shows the very same changes to CV you can expect in a Final CV. Whether this is being checked after/before every range or Leaders decide whether they "want to compare" after each range....or whatever is hard to say.
It certainly is possible that the Initiative Ratings are additionally used to start/"accept" the comparison, but I expect the Mech/Inf Ratings to be used for the actual CV, since as said, it behaves the same way. Joel mentions it this way:
So the Initiative rating may be involved, maybe asJoel Billings wrote: Wed Nov 13, 2024 2:26 am Also, initiative comes into play with who gets to join combat and I think it is initiative that determines the disengagement decision once the combat starts, but I didn't look into these today, [...]
- start a comparison at a range X or Y
- decide whether the comparison is "accepted"
- ...
Another assumption is that the Attack always gets halted once a intermediate CV is in favor of the Defender (...again here a potential Initiative roll could come in (if it exists) to prevent this "loss" being applied to the attacker).
Now..., accepting that the actual CV shown in Halted attacks behaves the same way as Final CV and using the Mech/Inf Ratings for that, and assuming that the actual "decision" is either started or approved (or whatever) by Initiative we can draw some preliminary conclusions.
- Each Roll can fail. A 90% roll chance means, that still 10/100 rolls will fail.
- The worst roll to fail is the "/2" for the whole unit.
- To have a 100% success rate and not getting a single Attack halted you need a way larger CV superiority than one might expect, this superiority can be to some degree replaced by Artillery and Air.
- the chance to halt early is directly related to initial CV (minus what has been hit until that range) which then gets "rolled" like final CV
- The more Units are involved in a battle, the less influental the "/2"-roll becomes - since not all Untis will fail the roll.
So a German would need to have about Soviet CV/1.25*2=1.6→160% of Soviet initial CV. This ofc. ignores what gets hit until the "range roll" (we come to this now).
To calculate how many CVs actually have been hit/removed from calculations until a point is rather hard since targeting varies between combats/cases/tests and targets can get hit/counted multiple times. So all we can do for now is an simple "all elements hit"/ready elements=leftover percentage of CV and assume elements all have same CVs per element on average. So If out of 1000 elements 200 are DIS, 100 DAM and 50 DES, we would get (200+100+50)/1000=35% got hit, meaning 35% of initial CV removed. As said a massive simplification.
example1.
The following is the very same attack, here you can see the difference between failing a "intermediate CV roll" and not failing it (or in contrary - Soviets failing it and not failing it).
I could add way more runs, but this is the magnitude what to expect for this encounter.
As can be seen the combat CV predictor tooltip had a rather large difference (bigger than usual), being off by -~62%. But this is another subject, if you have info on that add it to the linked Thread.
The Soviets in the first halted attack barely hit any Germans, we can see that only ~6% of German ready elements have been hit, but 26.6% of Soviets ready elements. So whatever we talk about, the actual hitting does not play a large role - but as mentioned may tip the balance occasionally in other cases.
So the German CV of the halted attack clearly shows a sign of failing the "/2" roll. 99/2=49.5 6% were hit, so 49.5x0.94 and the average increase of German CV by (see above) +25% gives us 61.88 Intermediate CV. This is not science and assumes lots of things I have pointed out, but it shows that this leader in this case failed the "/2" roll with 100% certainty for the Division.
So what CV superiority would he have needed had he wanted to win with 100% certainty, even when failing the /2 roll (which happens 15% of the time with 85% roll chance) while Soviets aren't failing theirs?
He would have needed:
- 26.6% Soviets getting hit
- 6% Germans getting hit
- German average increase +25%
Soviets stay "neutral" and lose 26.6%, means the German would need to have more than 130CV*0,734=95.42CV after failing his German /2-roll.
Germans lose 6% and x1.25 the rest, so it should be around 163CV for the attacker to make it a 100% win.
[need]/2*0,94*1,25=95.43CV → [need]=95.43CV*2/0,94/1,25=162.43CV → rounding up ~163CV!
All this is excluding the (in this case very large) Combat Tooltip CV prediction. So even assuming a Tooltip variance of ~+/- 25% would give a need for ~204CV to make it a 100%'ish win.
Obv. if you bring more CV, you will hit harder (usually), so this would reduce the needed CV by a bit again, because you would hit more than 26.6% of the Soviet elements.
And yes, this example accounts the Soviets as "rolling neutral". It just gives an idea (an idea which I can tell you that this battle (and similarly set up battles) tend to have up to 50/50 win rates when leaders are somewhat equally skilled.
example2.
Another example where I "reproduced" (obv. not perfect/contains assumptions) an engagement in the Editor to see what chances this encounter actually had to be won/lost. Also here - somewhat equally skilled Leaders, single Divisions and we got a 50% success rate for the Germans in the shown 10 attacks (again).
Noteworthy is that the Germans even lost battles where they entered Close Combat.
Furthermore Germans hit ~35% before close combat with 3 Artillery SUs and ~65% after and still failed with this massive fire superiority.
Soviets this time hit at range ~8% and around 15% after close combat.
So German Artillery performed 4.3times better than Soviet ones, and overall performance was also about 4.3 times higher. example3.
Just a short PvP example of what can happen (and will), even with good Leaders which are even having a CV advantage. Nothing else to say here but that it can happen and 90% chance means you fail 10% of the time.
Similarly Soviets having 65%'ish roll chances does similarly not mean they will always fail.
The funny bit here is, that the 88 defender CV may actually have been enuff had the German simply rolled neutral (like only losing 2-3CV), if my assumption is correct, that a 1:1.01 Odds will always cause a halt (depends on what exactly the initiative rating is being used for). final remark
I do not think that you can predict a win with 100% certainty in this game as long as you are not either overstacking CV (as calculated) or you are bringing massive amounts of Artillery/Air which hits before the "halt at range X"-rolls take place. Otherwise there will always be a (rather large) portion of RNG messing with your attacks. Especially with the uncertainty of Predictor inaccuaracy (FoW), SUs, Air, RESERVES on top of the definitive RNG of the Leader rolls.
As mentioned, if you add more units to the attacks the RNG factor gets reduced - I could give examples of multi-Divisional cases but let's stick to single for now.
Now You!
Now, what do you think?
Are you affected by preemtively halted attacks - or are you playing lottery already?
What do you do to avoid early halts?
Do you like the RNG?
Do you have another unerstanding of the mechanics (pls share)?