Help me make a Halftrack AFV unit

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the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

I think I will keep the Halftrack AFV's initiative at AC's level. Can't really justify it being any better.

EDIT: Unless the Halftrack provides an open raised platform for people with binoculars to spot the AC first. [8D]

2ND EDIT: But maybe the AC's gun has a longer range. [:D]
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cpdeyoung
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RE: Help me make a Halftrack AFV unit

Post by cpdeyoung »

It is very interesting to watch your thought processes as you design this unit.

Thank you for keeping us in the loop. I think you might be surprised how many people are interested.

Chuck
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

The only return brought up when searching the internet for what the "Kill becomes rtr" stat might mean is this thread. [:(]
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

ORIGINAL: cpdeyoung

It is very interesting to watch your thought processes as you design this unit.

Thank you for keeping us in the loop. I think you might be surprised how many people are interested.

Chuck
Thanks. Any thoughts on the unit?

Maybe one day I will discuss the The Well-Tempered Authentic Military Organisation System™ (the new name for the Authentic Military Organisation System™)... [8D]

EDIT: Or it could be the ten dollars on offer.
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Ormand
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RE: Help me make a Halftrack AFV unit

Post by Ormand »

ORIGINAL: the_iron_duke

Okay, my current thinking is to keep the two-thirds firepower, but not give the Halftrack AFV the extra HP in attack. Its primary purpose is reconnaissance rather than fighting. So better for it to have the firepower to defend itself rather than an encouragement to attack given by the HP attack boost.

Note the hitpoints are only for defending when being attacked, and not for an attack boost. Simplistically, combat is as follows:
1. Attacking unit picks a unit to attack randomly
2. Attacking units gets a certain number of tries for the unit to be its favorite.
3. Random number is thrown from 0 to attacking units ATT Firepower. Same is done for defending unit except with DEF Hitpoints. A hit is registered if the attacker's random number is greater than the defender.
4. Then some complex stuff to determine if the hit is a kill, retreat, etc.
5. Defender gets to counter-attack the attacker using the same procedure, except defender uses DEF Firepower, and attacker uses ATT Hitpoints.

There are several other factors that come into play, like supply and readiness loss.

I think, but am not 100% sure since I'd have to look it up, the fact that the halftrack gets to "prevent" a hit on infantry in the stack, it is taking the hit. Thus, the larger the Hitpoint value, the more the halftrack can protect the infantry. This can be even more so if the ATT Hitpoints are greater. Meaning it has a better chance of survival when it prevents the hit.
One man alone can be pretty dumb sometimes, but for real bona fide stupidity, there ain't nothin' can beat teamwork -- Edward Abbey
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

I made a new Halftrack AFV graphic. [:)]

Image
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

Since I haven't had any offers to make the unit, I shall have to endeavour to do it myself. I've been through all the pages in the SFTypes section of the editor and am still not fully understanding of the following stats:

Graphics

BaseColMod= ???

This sets colour, such as metallic or green, but isn't this regime-specific?


Symbol Group: ??? (Jeep/AC/Halftrack = 1/4/1)

AI Role Scores

Jeep, AC, Halftrack all have "Land" Score of 100. AC also has "Armour" set to 100; Halftrack has "Mobilizer" 100 and "LandCap" 10. Jeep has no other scores. Not sure what to use for Halftrack AFV, but probably Jeep's neutral score.

------

Halftrack has a Prevent List to protect infantry and it also gets a 30% chance (in defense) of having a kill changed to a retreat. This would be quite a useful trait for a recon unit, although neither Jeep or AC have it, so both these traits will be removed from the Halftrack AFV.
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

Okay, I think I can probably do this myself and so my gift voucher offer is now withdrawn. [:'(] EDIT: although I would still like to know about the stats in my previous post.

On a side note, I noticed something in the editor that makes very easy something that took me a bit longer to do. I was experimenting with a different map scale - slightly zoomed in, so cities and so on were slightly more dispersed. I used the Wild Land (less cities) and Depleted Land (less resources) settings to achieve this. I also wanted to try giving aircraft slightly increased range, from a basic Level I range of 10 hexes to an increased 12 hexes. This meant individually adjusting the stats for all aircraft. In the Land settings of the editor, one can adjust air movement action points to make this easy.
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

What I don't understand is how to link units to research. The "Rifle/SMG" technology tree covers two units, as the Halftrack technology would, but I can't see where this can be modded.

EDIT: Found it in Item part of editor. [8|]
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

Finished (I think) image with added colorization:

Image
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

A couple more minor adjustments... [:)]

Image

EDIT: Originally-posted image had an extra unintended layer, now corrected.
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

I am ready to make the unit! Here is the changelog for the Halftrack AFV, which may or may not be fine-tuned after testing. I've changed some of my thoughts regarding some stats that I'd commented on earlier, as discussed below.

SFT EDITOR

Graphics

- [changed graphics]

BaseColMode=5
Symbol Group: 4 [as AC and unlike Jeep and Halftrack, both group 1]
SymbolWeight: 10 [as AC and unlike Jeep (5) and Halftrack (20)]

Statistics 1


MoveType: Tracked [as Halftrack]
Supply Carry: 14 [Jeep/AC/Halftrack = 8/16/10]
Cap: 0 [as Jeep and AC and unlike Halftrack (1000)]
Basic Supply Need: 14 [Jeep/AC/Halftrack all have supply need same as supply carry]
SFType Group: SoftMobile(1) [as Jeep and Halftrack and unlike AC (Armour)]

Weight: 20 [as Halftrack]
CarryCap: 5 [as AC]
EntrenchPower: 0 [as Jeep and AC, while Halftrack has 20, presumably there for its troop carrier role which is not applicable for this unit]
ReinforcementType: #?
PowerPts: 8
UpgradeToo: ? [I think this will need to be set to the SFType number of the Halftack AFV II unit, when I make it]
UpgradeCost: 125 [as Halftrack]

ReconPts: 20
ZocPts:3 [between Jeep (2) and AC (4)
AntiStrucPts: 1 [less than AC (2)]

MoveWAV: move_arm.wav [as Halftrack]
BattleWAV: att_mg3.wav [selected]

Kill to Retr%(in def): 0 [as AC and Jeep; Halftrack has 30, which I consider to be a special rule for this unit's role as an armoured personnel carrier and so not applicable for the AFV version]

Statistics 2

Initiative: 50/25 [I've been wondering about these stats. Jeep has 60/40 (att/def) and AC has 40/20 (and things like tanks have less). I've decided to go for inbetween Jeep and AC, with the unit's improved spotting ability accounting for this]

Attacks: 8 [tanks and other AFVs have 10, while infantry and other things less. I consider Attacks to be a measure of the unit's mobility and gun range. So Halftrack AFV's got the mobility, but maybe not the gun range of longer-barreled AFVs, so I've gone for 8]

Max Attacked: 15? [I don't fully understand what this does. Jeep/AC/Halftrack = 10/20/15, so I've gone for the Halftrack value]

Stack Points: 5 [Jeep/AC/Halftrack = 3/5/0; if this is a measure of physical size then same vale as AC seems fair]

Rear Area: False [like Jeep and AC, unlike Halftrack]

FavTarget Tries: 3 [as Jeep and AC]

Combat Details Stats

[EDIT: Changed Fav values to to 20=Infantry, Soft Mobile, Artillery and 10=Armor]

Infantry: 100/50 = 800/400
Soft Mobile: 25/20 = 200/160
Artillery: 25/20 = 200/160
Armour: 30/25 = 240/200

[Improved vs armour slightly again, after lowering it before, as the Halftrack AFV is supposed to represent a composite of several types of weaponized halftrack, some with MGs, some mortars, some anti-tank guns, auto-cannon potentially and so on]

HP

vs Inf: 2000/1600
vs Soft Mobile: 1000/800
vs Artillery: 1000/800
vs Armour: 2000/1600
vs Surface Vessels: 1000/800
vs Submarines: 1000/800
vs Fighters: 1000/800
vs Non-Fighter: 1000/800

[All AFVs in the game, barring Jeep appear to have 25% higher HP for attack than defense. I had previously considered not giving this 25% bonus to the Halftrack AFV. However, I've now decided to stick with what happens with the rest of the AFVs in the game (and one could argue whether Jeep is an AFV). I think this unit, which will operate at the point of the army's spear in the armoured formations, might be too fragile without the increased attack HP]

Combat Landscape Mods


[Halftrack does not get penalties defending in swamp or paddy fields. Armoured Car and Jeep (as well as the tracked Light Tank) all have identical landscape mod stats in attack and defense. So I am considering Halftrack's lack of penalties to be a special rule in its armoured personnel carrier role and so will use the same stats as Jeep/AC/Tank and others for the Halftrack AFV]

AI Role Scores


'Land'= 100 [Same settings as Jeep. I'm not really sure what this should be set as, to be honest]

Prevent List

[Halftrack has a prevent list, protecting units it is transporting, while Jeep and AC do not. I will go with the Jeep/AC stats since this unit is not intended to be a transporter.]

Fuel Stats

[same as Halftrack/Armoured Car]

ITEM EDITOR

Need to set the following settings, fairly self-explanatory:

Name:
Regime SlotCost Raw= 10 [same as Halftrack and AC]
Production Cost: 1250 [same as Halftrack, for the moment]
ResField: Halftrack
IsSFType#: [same as number on SFType list]
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »


Behold!

The finished (first draft of the) unit! I haven't playtested it yet, so I don't know yet if it performs as I hoped.

Image

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the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

I'm liking the new unit in play! I am trying to judge its combat effectiveness. I am getting the impression that it might be too powerful. I am trying to understand this with the Combat Sim tool that repeats a combat 100 times and gives an average result. If I am understanding the Combat Sim results correctly, which I may not be, then the AFV is outperforming an AC. The Combat Sim results show:

AC Attack Succeeded: 179
Halftrack AFV Attack Succeeded: 193

If the higher number, the greater the combat performance, then the Halftrack AFV wins. This can only be from the Initiative stats, as on all other combat stats the AC outscores the Halftrack AFV. So Initiative must be more powerful than I thought. So I'll try changing the Halftrack AFV's Initiative values to the same as an AC. If it's all working correctly that should hopefully produce Combat Sim scores of around two-thirds that of an AC for the Halftrack AFV.

The other alternative would be to keep the higher Initiative for the Halftrack AFV and reduce the combat Power stats, but since I don't know how Initiative works I'll do it the other way.
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

Hmm, this time, with reduced Initiative for the Halftrack AFV, I got similar scores:

AC Attack Succeeded: 186
Halftrack AFV Attack Succeeded: 192

Can anyone explain what's going on here? I was thinking Fav scores might be playing a part, but the target for target practise is a standard Garrison unit in the game, made up of various infantry.

Maybe any difference in Initiative between the AC and Halftrack AFV would not be relevant in this particular test combat, if both of them had better initiative than the infantry.

But I still can't think of any explanation for the Combat Sim results.

EDIT: Maybe the Tracked movement of Halftrack AFV gives it more action points to attack with than AC?
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

Changed the Halftrack AFV to Wheeled movement and tested it, but got a 192 score in the Combat Sim results - so no difference.

I'm confused. [&:]
GaryChildress
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RE: Help me make a Halftrack AFV unit

Post by GaryChildress »

Nice! love it!
ORIGINAL: the_iron_duke

I made a new Halftrack AFV graphic. [:)]

Image
the_iron_duke
Posts: 87
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

ORIGINAL: Gary Childress

Nice! love it!
Thanks. Not as good as your graphics, but it will do the job!

Pictures of M3 Halftrack mounted with mortar and MG, showing lack of capacity for troop-carrying.

Image

Image
the_iron_duke
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

Combat Sim results using stats above for 3 x Armoured Car attacking 3 x Halftrack AFV, and vice versa.

Armoured Car attacks Halftrack AFV:

Image

Halftrack AFV attacks Armoured Car:

Image
the_iron_duke
Posts: 87
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RE: Help me make a Halftrack AFV unit

Post by the_iron_duke »

Various Combat Sim results attacking against 20 x Rifle (attackers in formation of three sub-units).

Armoured Car:

Image

Halftrack AFV (using stats above):

Image

Halftrack (as above, but Initiative reduced to same as AC):

Image

Halftrack (as above, but Initiative reduced to same as AC and also movement changed from Tracked to Wheeled):

Image
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