The operational art of bombardment?

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Gandalf
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RE: The operational art of bombardment?

Post by Gandalf »

ORIGINAL: Cabido
<cut>
It's set by the player in the unit report (upper right corner). Default is -1, yet the designer can preset another value.

Nice to know [:)]

but I'm still curious about the "dynamic" effect of a -1 setting in regards to a dynamically changing TOE status?
Member since January 2007 (as Gray_Lensman)

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Nicholas Bell
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RE: The operational art of bombardment?

Post by Nicholas Bell »

ORIGINAL: Curtis Lemay
CFNA has an Attrition Divider of 4 (compared to the default value of 10), so combat is 2.5 times as bloody as normal. This is due to the half-week turn interval. (More time = more blood).

What is the rational for increasing the bloodiness of the combat "due to the half-week turn", especially in light of the "(More time = more blood)" comment. ("half-week" would suggest "less time")

Combat is not scaled by the program for the length of turn like movement is, correct? It's on a "per instance" basis, right?

Is your comment to indicate the default Attrition Divider of 10 is nominally for weekly turns?

Is there systematic manner to approach setting the Attrition Divider? There doesn't seem to be any pattern in established scenarios. You seem to be consistent with CNA, France 1944 and Next War half-week turn scenarios having a divider of 4. However, FITE2 and Dir 21 with half-week turns both use 6. Most scenarios (ranging from 6 hour to full day to weekly,etc) leave it at 10. Red Thunder II is an exception with daily turns and an Attrition Divider of 30.

Any light you could shed would be appreciated.

Thank you.








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Curtis Lemay
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RE: The operational art of bombardment?

Post by Curtis Lemay »

ORIGINAL: Nicholas Bell
ORIGINAL: Curtis Lemay
CFNA has an Attrition Divider of 4 (compared to the default value of 10), so combat is 2.5 times as bloody as normal. This is due to the half-week turn interval. (More time = more blood).

What is the rational for increasing the bloodiness of the combat "due to the half-week turn", especially in light of the "(More time = more blood)" comment. ("half-week" would suggest "less time")

Combat is not scaled by the program for the length of turn like movement is, correct? It's on a "per instance" basis, right?

Is your comment to indicate the default Attrition Divider of 10 is nominally for weekly turns?

Is there systematic manner to approach setting the Attrition Divider? There doesn't seem to be any pattern in established scenarios. You seem to be consistent with CNA, France 1944 and Next War half-week turn scenarios having a divider of 4. However, FITE2 and Dir 21 with half-week turns both use 6. Most scenarios (ranging from 6 hour to full day to weekly,etc) leave it at 10. Red Thunder II is an exception with daily turns and an Attrition Divider of 30.

Any light you could shed would be appreciated.

Thank you.

My general rule:

AD 2 for full week (Soviet Union 1941, Germany 1945)

AD 4 for half week (CFNA, France 1944, The Next War)

AD 14 for full day (Cambrai 1917, Kaiserschlacht 1918)

AD 28 for half day

AD 56 for quarter day (Leipzig 1813 - actually AD 50, Waterloo 1815 - actually 40)

Like any recipe, adjust for taste.
My TOAW web site:

Bob Cross's TOAW Site
Cabido
Posts: 243
Joined: Mon Dec 11, 2017 3:44 pm

RE: The operational art of bombardment?

Post by Cabido »

ORIGINAL: Gandalf
ORIGINAL: Cabido
<cut>
It's set by the player in the unit report (upper right corner). Default is -1, yet the designer can preset another value.

Nice to know [:)]

but I'm still curious about the "dynamic" effect of a -1 setting in regards to a dynamically changing TOE status?

Oh, ok. I think I've misinterpreted your question. It is dynamic, since it is based on the part of the combat strength that comes from ranged units and combat strength changes with losses and replacement. From the manual:

"Adjacent ranged units may also bombard if they
have more that 50% of their combat strength
coming from ranged equipment or if their range
has been changed from nominal."
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Gandalf
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Location: Jefferson City, MO

RE: The operational art of bombardment?

Post by Gandalf »

ORIGINAL: Cabido
<cut>

Oh, ok. I think I've misinterpreted your question. It is dynamic, since it is based on the part of the combat strength that comes from ranged units and combat strength changes with losses and replacement. From the manual:

"Adjacent ranged units may also bombard if they
have more that 50% of their combat strength
coming from ranged equipment or if their range
has been changed from nominal."

Thanks! [:)]
Member since January 2007 (as Gray_Lensman)

Wargaming since 1971 (1st game Avalon Hill's Stalingrad)

Computering since 1977 (TRS-80) (adhoc programming & game modding ever since)
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