Combat Value

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Lokioftheaesir
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Post by Lokioftheaesir »

Originally posted by Paul McNeely:
Loki there are 3 things contribuiting I think:

1. the lack of a readiness penelty, I think this is more important than it may look.
2. the fact that you are now getting better equipment in large quantities and more importantly should have an airforce which can at least render airpower equal will mean that you take fewer losses per combat even if you don't win. And this means your troops experience will not drop like a rock every time you fight. And of course you are now more likely to win the battle.
3. because of the above you will see higher experience units and these units will of course fight better in the next battle so now you have a feedback loop going. So things should only get better and better for you.

I am not sure but I also think you base experience has increased (to 60 or something like that) which speeds up the loop.

Paul

Yes i like the 'loop' idea. In the game that is up to feb'44 the soviets seem to have the upper hand. IE, they do all the attacking. The other one is a trauma as the soviets ca'nt quite get the initiative up to attack with any effect but then the guy i'm playing is pretty damm good(the one with the airforce that kills).. ah well. Air power is 'very' important in this game.

Nick
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Lokioftheaesir
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Post by Lokioftheaesir »

Muzrub and Varjager

Well Muzrub has indicated that he wishes to play and Varjager is a bit wiffy(you said you wanted to play, you can back out now but the honour of Sweden will be forfiet. You will be the Vasa that turned turtle outside stockholm harbour).
Hows this. I'll send a german '41 start to both of you. If i get no answer from one of you i'll let everyone know what a misserable coward you are. (hehe)
Think of it this way, your playing eachother and now you will have a benchmark to play against. If one wins in your personal conflict the other might say that he is kicking the stuffing out of this poor excuse for a nordic deity.
I will post to both of you on my tuesday night of the 21st.

Nick, aka (king) Loki of the Aesir

[ August 20, 2001: Message edited by: Lokioftheaesir ]</p>
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RickyB
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Post by RickyB »

Originally posted by Lokioftheaesir:
Ricky & Svar

Thanks for that info. I thought that CV was indicative of the units total combat power. If i read you correctly then one of my, say '44 pbem Sov Tank armies of CV250 would still be CV250 with 700 T-60s as opposed to 700 T/KV-85's that it actually has ?
Also i have noticed that in 2 PBEM games that are up to late '43 early '44 the soviets seem to gain a qualitive improvement. Hard to explain but they seem more 'powerfull' or maybe 'professional'. If it was intended this way then it is a nice touch. (or maybe it's my imagination)

Nick

Oh yes, is readiness and training reflected in CV in any way at all?

[ August 20, 2001: Message edited by: Lokioftheaesir ]

You are welcome. Regarding the readiness and training (experience???), yes although they are applied prior to the CV calculation stage. Basically, before the fire combat is carried out, available equipment is determined based on readiness and experience, which is then reduced by the fire phases. And yes, you read us right, the CV is identical based on numbers, not quality.
Rick Bancroft
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Lokioftheaesir
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Post by Lokioftheaesir »

Originally posted by RickyB:

You are welcome. Regarding the readiness and training (experience???), yes although they are applied prior to the CV calculation stage. Basically, before the fire combat is carried out, available equipment is determined based on readiness and experience, which is then reduced by the fire phases. And yes, you read us right, the CV is identical based on numbers, not quality.

Ricky

As you are,
That clears that up. It may have little influence on how the game is played but every tiny little bit helps. Knowledge is power.

Nick
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Svar
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Post by Svar »

Originally posted by Lokioftheaesir:
Ricky & Svar

Thanks for that info. I thought that CV was indicative of the units total combat power. If i read you correctly then one of my, say '44 pbem Sov Tank armies of CV250 would still be CV250 with 700 T-60s as opposed to 700 T/KV-85's that it actually has ?
Also i have noticed that in 2 PBEM games that are up to late '43 early '44 the soviets seem to gain a qualitive improvement. Hard to explain but they seem more 'powerfull' or maybe 'professional'. If it was intended this way then it is a nice touch. (or maybe it's my imagination)

Nick

Oh yes, is readiness and training reflected in CV in any way at all?

[ August 20, 2001: Message edited by: Lokioftheaesir ]

Lokioftheaesir,

I'll try to answer all your questions without the finesse that Ed uses, I don't know how. When you look at the CV of an individual unit inside a Korps/Army shell, you will see the CV based on the number of squads, guns, and tanks contained in the unit without regard to the readiness or experience. This gives you a measure of the potential strength of the unit but not the actual value used in combat. When you look at the CV of a Korps/Army, you see the CV that will be used in combat at the time you are looking at it. That is why adding up the CVs inside a shell gives you a different number than the combined CV of the shell.

The way the game actually uses readiness and experience is, it first takes the basic CV seen inside the shell and multiplies that number by experience and readiness to see how many squads, guns, and tanks contribute to the combat effectiveness of the shell. That is why a full strength army at very low readiness increases its CV when you give it special supply. The only thing that changes is the readiness but that raises the number of squads, guns, and tanks that contribute to a given battle.

Now, when a battle occurs all the available squads, guns, and tanks as modified by readiness and experience fight and take losses. At the end of the battle, all the surviving squads, guns, and tanks that participated in the battle are used to calculate the combat odds used to see if the defender holds, retreats or shatters modified by the defenders controlling leader's abilities.

For your question about the Soviets qualitative improvement over time. You are right, not only do the readiness penalties decrease but their non-combat training experience limit goes up. In 1941 the limit is 50 for Soviet non-combat training experience. It goes up by 5 every year, so by 1943 it is 60. This works by raising the experience of new units or badly mauled units that receive replacements by 5 points per turn until the limit is exceeded. So a 1941 rifle division will have its experienced raised from 48 to 53 even though no combat occurs and in January 1942 it will again raise to 58. At the same time the the German non-combat training experience limit goes down starting in 1943 I think.

The question about the quality of tanks is irrelavent at the end of combat when the game is computing CV for combat odds. It is just that many more high quality tanks will survive until the end of combat to be counted then low quality tanks.

I hope this answers all your questions.

Svar
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Post by Lokioftheaesir »

Originally posted by Svar:


Lokioftheaesir,

I'll try to answer all your questions without the finesse that Ed uses, I don't know how. When you look at the CV of an individual unit inside a Korps/Army shell, you will see the CV based on the number of squads, guns, and tanks contained in the unit without regard to the readiness or experience. This gives you a measure of the potential strength of the unit but not the actual value used in combat. When you look at the CV of a Korps/Army, you see the CV that will be used in combat at the time you are looking at it. That is why adding up the CVs inside a shell gives you a different number than the combined CV of the shell.

The way the game actually uses readiness and experience is, it first takes the basic CV seen inside the shell and multiplies that number by experience and readiness to see how many squads, guns, and tanks contribute to the combat effectiveness of the shell. That is why a full strength army at very low readiness increases its CV when you give it special supply. The only thing that changes is the readiness but that raises the number of squads, guns, and tanks that contribute to a given battle.

Now, when a battle occurs all the available squads, guns, and tanks as modified by readiness and experience fight and take losses. At the end of the battle, all the surviving squads, guns, and tanks that participated in the battle are used to calculate the combat odds used to see if the defender holds, retreats or shatters modified by the defenders controlling leader's abilities.

For your question about the Soviets qualitative improvement over time. You are right, not only do the readiness penalties decrease but their non-combat training experience limit goes up. In 1941 the limit is 50 for Soviet non-combat training experience. It goes up by 5 every year, so by 1943 it is 60. This works by raising the experience of new units or badly mauled units that receive replacements by 5 points per turn until the limit is exceeded. So a 1941 rifle division will have its experienced raised from 48 to 53 even though no combat occurs and in January 1942 it will again raise to 58. At the same time the the German non-combat training experience limit goes down starting in 1943 I think.

The question about the quality of tanks is irrelavent at the end of combat when the game is computing CV for combat odds. It is just that many more high quality tanks will survive until the end of combat to be counted then low quality tanks.

I hope this answers all your questions.

Svar

Svar
Thank you. There is a lot of hidden complexity in this game. You have clarified some of the grey areas.

Nick
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Post by Lokioftheaesir »

Originally posted by varjager:
Should i take that as a no Loki?
Since i dont see the point of going around the bush with a tale of killing animals?

Varjager

Was that an insult? I'll put you straight buddy. I actually did hit a Roo east of broken hill and we do'nt consider it a 'tale' here. They come out of nowhere and before you know it 'bang'. The 'tale' is that on the road east out of broken hill there was not one place you could'nt see a dead animal from. There was literaly a roadkill every 1 to 2 hundred meters for about 200 Km east of the town.
I've heard that the reason Volvo builds such safe cars is so the Swedes can target Norwegians on the roadside and pop them off without fear of crashing.

Muzrub and Varjager

Actually i think i'll wait for the new version before getting into any more games. The blizzard thing is too much of a pain to work around.
I look forward to playing either or both of you seasoned generals in a stuggle to the death.
That reminds me..
When will it be released?? Any word?

Nick
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Post by Ranger-75 »

Svar, the CV IS based on readiness AND experience. I just took a 2 unit stack with readiness 99 (CV was 77) and marched it one hex. Readiness dropped to 15 and CV dropped to 12.
Still playing PacWar (but no so much anymore)...
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Post by Ranger-75 »

The only time the types of tanks matters is in the 2 anti-tank phases of combat where the defender and attacker tanks and AT guns (& Art for the defenders) square off after the bombardmant phases and before the assault phases. This is where the quality difference in the tanks will count with the inferior tanks taking proportionatly more losses than the stronger tanks. In 1941, the other German advantages will usually outweigh their tank inferiority (which is why I don't worry about changing out the tank types until later. My philosophy is use up the PZ IIs and IIId's,etc and only when these are gone, start changing over to the the PZ IIIJs and PZ IVGs. That way, you don't end up with 1000 PZIIs in the pool, quite useless...
Still playing PacWar (but no so much anymore)...
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Post by BrickReid »

But the Panzer IIs are not worthless! They do a terrific job in Africa and on the Western Front! <img src="tongue.gif" border="0"> <img src="biggrin.gif" border="0"> <img src="wink.gif" border="0"> <img src="rolleyes.gif" border="0">

Thanks for all the info on CV!

btw: Although I'm a rookie on these boards, I've been playing WIR since 1992. I also enjoyed Western Front by GG and PacWar by GG also. Love that guy's work.
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Post by Ed Cogburn »

Originally posted by Mike Santos:
Svar, the CV IS based on readiness AND experience. I just took a 2 unit stack with readiness 99 (CV was 77) and marched it one hex. Readiness dropped to 15 and CV dropped to 12.


That's what Svar said. Using "CV" to refer to both numbers is a little misleading, lets call the the number shown for a division/battalion, the number to the left of the readiness number when you look at the list of units assigned to a corps the "unit strength". In the '41 campaign, most full strength German infantry divisions start out with a unit strength of "333", for example, which is just the sum of its components, 243 squads + 42 art + 48 AT = 333 (for most German infantry divisions). For units with tanks, just add the components as above, including flak and recon, and then add 3 points for each tank. This number, the unit strength, does NOT change with readiness or experience.

The CV of a corps IS calculated using readiness and experience. A quick test is to use the '41 campaign and create 2 infantry corps, one with infantry divisions with experience numbers of 80 or 85, and the other with experience of 90 or 95. The unit strength for all infantry divisions in both corps is 333, but the CV shown for the corps, with all divisions at 99% readiness, is different from one another because of experience. The one with the 90 and 95 experienced divisions is slightly higher.

For those who aren't aware, when you move a corps by "strategic movement" (10 squares for tank corps, 5 squares for infantry corps) the CV number is not immediately recalculated. However, you can save the game and then reload it to see the new, correct, CV value.

[ August 21, 2001: Message edited by: Ed Cogburn ]</p>
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Post by Muzrub »

I like the idea of 2 onto 1.......Might be fun to see the results if Varjager wants to be apart of it.


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Post by varjager »

I would be thrilled to be a part of a 2 against 1 game.Should we make it aussies vs Sweden?

Loki,the reason we build such crashsafe cars is not to drive over norwegians,but to avoid being hurt when we collide with the elks!
It was not by the way meant as an insult!
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Post by BrickReid »

Originally posted by Ed Cogburn:



For those who aren't aware, when you move a corps by "strategic movement" (10 squares for tank corps, 5 squares for infantry corps) the CV number is not immediately recalculated. However, you can save the game and then reload it to see the new, correct, CV value.

[ August 21, 2001: Message edited by: Ed Cogburn ]

Actually you don't need to reload to see the new CV. Just select a unit and do a transfer command, select a unit to transfer from, and right click out of the transfer (no actual transfer is done). This will redo all the CVs for units that have been supplied, transferred into/out of etc. and you can then see the updated CV.
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Post by Lokioftheaesir »

Originally posted by varjager:
I would be thrilled to be a part of a 2 against 1 game.Should we make it aussies vs Sweden?

Loki,the reason we build such crashsafe cars is not to drive over norwegians,but to avoid being hurt when we collide with the elks!
It was not by the way meant as an insult!

Varjager

The earlier post about waiting could be overcome as Muzrub and i are working out a suitable set of rules to avoid the blizzard problem. Be back to you on that.
Thats ok Vargjager, i just wanted to tell the story of the road kill. On that same trip i picked up two german bacpackers west of Koolgardie and dropped them off at Port Augusta 2 days latter. Thats about 1600Km on my map and i'm sure thats up there with some of the longer 'hitches' in the book of records.
Actually from what i've heard the greeks are the ones you have to watch out for if you are on the side of the road.

Nick
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Post by Lokioftheaesir »

Originally posted by BrickReid:
But the Panzer IIs are not worthless! They do a terrific job in Africa and on the Western Front! <img src="tongue.gif" border="0"> <img src="biggrin.gif" border="0"> <img src="wink.gif" border="0"> <img src="rolleyes.gif" border="0">

Thanks for all the info on CV!

btw: Although I'm a rookie on these boards, I've been playing WIR since 1992. I also enjoyed Western Front by GG and PacWar by GG also. Love that guy's work.

BrickReid

Hey, i do this too. The Pz units that will stay on those fronts end up with all Pz11's.

Grisby made some fine games to be sure. I d/loaded Westfront last week and have been playing with it. I'm glad he kept developing the game system as westfront is so 'unfinnished' compared in hind sight with Wir.

Nick
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Post by BrickReid »

My nastiest tactic is to force shatter the Africa Corps and West Front just before they are actually to shatter on their own. I move all the units out of it except a few Italians or Infantry divisions into HQs that I park adjacent to the respective front HQs for one turn, wait for them to shatter, then move everything back in the next turn. I use Rail movement as much as possible. I consider this a redeployment from Africa to Italy and a withdrawal before the carpet bombings/breakout of the hedgerows in Normandy. instead of fighting to the end that is represented shattering the fronts. <img src="biggrin.gif" border="0"> Or, you could say I'm cheating, whatever. <img src="tongue.gif" border="0">
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Post by varjager »

Lokioftheaesir so you and Muzrub (madman) is working how at the moment to conduct this war of all wars.I am looking forward to the result.Me and Muzrub has limited the Russian counteroffensiv to 4 weeks.More than that is a gamekiller.That at least gives the russian player a chance to straighten out his lines and also deliver some serius blows to the germans.

Greeks??? We do have some problems with with highway robberys but the most of them are from the Balkans.I am not sure that Greeks are being chargded with anything.
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Post by RickyB »

Originally posted by BrickReid:
My nastiest tactic is to force shatter the Africa Corps and West Front just before they are actually to shatter on their own. I move all the units out of it except a few Italians or Infantry divisions into HQs that I park adjacent to the respective front HQs for one turn, wait for them to shatter, then move everything back in the next turn. I use Rail movement as much as possible. I consider this a redeployment from Africa to Italy and a withdrawal before the carpet bombings/breakout of the hedgerows in Normandy. instead of fighting to the end that is represented shattering the fronts. <img src="biggrin.gif" border="0"> Or, you could say I'm cheating, whatever. <img src="tongue.gif" border="0">
Won't work as well in this version, though. To fight that, there are no set events anymore. Also, the delay until checking for the next event is based on the strength when an event occurs, so you strip a front and it could suffer another event in a couple of turns. Also, there are basically three events guaranteed for the Italian front in 1943, since as long as the front is outside mainland Italy it's strength is divided by one third or so. This almost guarantees an event (or three) like before but the timing is based on chance and the variable delay makes stripping very dangerous. However, make the Italian front strong, and the delay will be long, making the Italian front hold outside of Italy until 1944. Trade offs.
Rick Bancroft
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Lokioftheaesir
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Post by Lokioftheaesir »

Originally posted by varjager:
Lokioftheaesir so you and Muzrub (madman) is working how at the moment to conduct this war of all wars.I am looking forward to the result.Me and Muzrub has limited the Russian counteroffensiv to 4 weeks.More than that is a gamekiller.That at least gives the russian player a chance to straighten out his lines and also deliver some serius blows to the germans.

Greeks??? We do have some problems with with highway robberys but the most of them are from the Balkans.I am not sure that Greeks are being chargded with anything.

Varjager

Yes he told me the 4 week attack rule and i questioned him if this means that 10 turns of blizzard will only allow 4 turns of attack during that time. I have not heard back from him yet so it is on hold for a bit.

I meant that it is dangerous(so i have heard) to be a pedestrian in greece. More people on foot there get wiped out than many much larger countries.

Nick
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