Re: Maintaining Offensive Momentum
Posted: Mon Oct 06, 2025 6:58 pm
I am pretty sure it affects all in all cases in some way (Artillery defense, Artillery offense, Squads defense, Squads offense). Attached at the end you can see the results for 3 attacks.Joel Billings wrote: Mon Oct 06, 2025 6:31 am I wasn't arguing that CPPs don't impact non artillery units, what I was saying was that as for direct impacts on fire combat, Gary had always told me that CPPs just helped defending artillery type ground elements in firing (and he may have been talking about just the long range artillery bombardment phase part of combat, I don't remember the specifics). However, Gary is known to build all kinds of things into the formulas, some of which never get documented. So it's very possible at some point he built in an impact of CPPs on direct fire for both attacker and defender. If he did, I would have guessed it would have been built into the chance to fire for a block of ground elements, not the chance to hit. I'll ask Pavel and Gary if either can confirm or deny the direct impact on fire combat, but whatever it is, it's not changing. Gary probably won't remember and won't want to go through the many pages of combat code to try to figure out if he built it in. Pavel might be able to do a search and rule something in or out. Wiedrock has a good track record of figuring out what's going on, so I'd tend to believe his analysis on this unless we get additional information from the programmers. In any case, the fundamentals of the importance of CPPs/fatigue/MPs remain a critical element to understand and master.
I don't think anyone (especially not me!) want it to be changed whatsoever.
I THINK THIS IS AWESOME actually!

I just want people to know that there is more to CPP than "just" Attacker CV, Fatigue rolls, SU commitment chances, to some degree eventually more "carry capacity" to Ammo ... and more I may forget about. Since it seems (to me/afaik) to not be mentioned in the Manual.
So I pointed it out in this Thread.
And as you and Sammy have highlighted, there's a lots of awesome considerations to CPP/Fatigue/MP management Gary has developed, to which I think it's worth adding the "improvement of Combat performance" (of all Elements), which as shown is rather large (from how I interpret the results)!
The "issue" I think is that this improvement in performance is not reflected in the defender's CV, so you may attack an enemy with a ratio of 3:1 and win and the next one you attack with 3:1 and lose (ignoring all the other unknowns and leader rolls), because the Division(s) all have 100CPP and hit "+50%" or so harder. To highlight this, compare the three Soviet attacks (red) I've posted before and compare each side's losses to the new test with 0CPP German denfender in the following: This shows that if one has the same defense set up, but you remove the 100CPP from the German Division (it always had 100, I just tested the SUs in the post before), you get now more German casualties and way less Soviet casualties.
We go from 2600-3100 Soviet casualties against a German Division with 100CPP to 2000-2400 against the same German unit with 0CPP. That's ~ 2750/2200=1.25→25% more Soviet casualties against a German Division with 100CPP + German losses change as well in the other direction obviously.
Another example which I find "extreme" with people not knowing about the mechanic:
Artillery isn't a "CV loaden" asset, so people may even on attacks don't care about 1 CV becomming 2 CV when attacking with other Units having 300CV in the attack (understandably so). But...
An Artillery SU (assuming numbers, but to me it seems about like that) with 100CPP gets a Bonus of +50% HPE while one at 50CPP only gets +25% HPE, then the one you've rested in your Corps/Army HQ and which does not need to be re-assigned before a planned attack(/defense) will have 150/125=1.2→20% better effects than the other one. So "refitting/farming 100CPP" in OKH/STAVKA and just before combat assigning a Unit makes you lose those additional +20%(...or +25% ....tricky percentages...) performance by costing you 50% of current CPP for re-assignment of the SU.
Following an Artillery Attack example, there you see what I mean with "not changing the FPE" for Artillery. That's why I stick to looking at HPE for the normal Ground Elements (altough it may be not as "clear" as a metric).
It also shows the "+50%" for 100CPP I cited before which stays pretty stable at this percentage (not as erratic as the Ground Elements).