combat system tests
Posted: Wed Apr 01, 2009 9:53 pm
Since I began playing Toaw, even if I love the game, one thing bothers me: combat results. Sometimes they seem too arbitrary. I've read already a lot of critics to the combat system in Toaw and must say that some seemed to make sense. So I decided to run some tests, beginning with the basics, to see if one could predict combat results based on such things as unit type and terrain, without bothering with deployment, stacking etc, since their effects seems pretty linear (easier to comprehend).
I've created three units (armor, infantry, anti-tank) with barely the same strength and placed them in different terrains. That was the only difference between combats taking place; order emphasis were the same in all combats, units were not in any defensive deployment, proficiency were the same (80%), all were fully supplied and had readiness 100%. I wanted to see terrain and unit type effects only, since I think this is the foundation for further modifiers.
I have run the test 20 times for each combat; it's not the ideal number, but I think one can already have an idea of the expected results.
The first thing that striked me was that not so rarely (17 times during all test) I would face extreme results like 100% losses vs 0-5% in combats that usually wouldn't present more than 5-10% losses. So, you see a good order, supplied, good proficiency unit evaporate in a combat that shouldn't present more than 10% losses. Those results weren't considered in the casualties media, not to distort them.
Only extreme terrains like dense urban and bocage seem to present significant influence in combat casualties and they seem to make sense (I'm ignoring anti-tank attacking, since the intention was to invert the attacks on a second test, making more sense in that case). But even so, I think that influence is very low; some further unit strength difference and it would be diluted, perhaps. For most terrain types I think numbers aren't conclusive. I really think terrain should have a greater influence on casualties and if we consider that modifiers aren't cummulative, so that terrain will play lesser role when the unit is digged in...
But what really seemed arbitrary was the dislodgement of defensive units (first row). Even if the conditions of my test weren't ideal (I'm no expert on the combat system), they were the same for each combat and I really expected that infantry (being attacked by tanks) in the open would be dislodged more easily than in bocage or forest or urban, regardless of deployment; I expected that infantry in dense urban would be a lot more difficult to dislodge (by tanks or other infantry) etc. Apart from mountains (tank vs infantry) and bocage (infantry vs infantry), dislodgement seems random. Ok, digged in or fortified they would be a lot harder to dislodge, but then it resumes to comparing odds to fortification level.
Apart from that, I think that relations between unit types in Toaw make sense, even if I think that sometimes it seems almost impossible to hit armor with artillery, even when stacked to the limit. I'm no military expert, but went check on the internet and found the following article (http://findarticles.com/p/articles/mi_m ... _97722805/), which I found interesting.
My goal is not to criticize arbitrarily the combat system, but to try to find out what point is passing unnoticed by me, or to discuss what could be improved. I think Toaw is the best operational wargame available, but in great part this is due to it's flexibility. I think wargaming industry is too focused on WWII and some games seem to be made for WWII expert trying to analyse a certain battle. I would never buy those; I don't want to analyse every aspect of the battle of the bulge, for example... I want to be able to wander through history and learn something in the meanwhile, and toaw allows that. But if someone asked me what should be changed for Toaw IV, I would say the combat system, for sure. Well, perhaps someone can show me the light, so that things begin to make more sense.
Below are the numbers from my test. The first row shows the number of times the defenders were dislodged (20 combats total), the second shows attacker casualties and the third defender casualties. I would calculate readiness losses too, since I think it's an important factor, but it began to take me too long and I don't have the spare time.
(Numbers don't show space between them, but I wasn't able to change that here, don't know why. The way I copied them from excel seems to lock them in place. Sorry for that.)
Disl. Attacker Defender
12 11.45 9.35 Tanks attacking infantry in the open
11 31.89 8.26 Tanks attacking infantry in dense urban
14 18.74 6.21 Tanks attacking infantry in bocage
9 16.20 7.45 Tanks attacking infantry in mountains
18 13.05 8.74 Tanks attacking infantry in forest
12 18.61 6.78 Tanks attacking infantry in urban
13 8.90 11.05Infantry attacking infantry in the open
10 17.65 7.25Infantry attacking infantry in dense urban
8 19.44 5.06 Infantry attacking infantry in bocage
12 17.55 7.35 Infantry attacking infantry in mountains
15 12.25 9.10 Infantry attacking infantry in forest
15 11.60 6.35 Infantry attacking infantry in badlands
13 12.26 5.63 Infantry attacking infantry in urban
19 6.74 25.26 Infantry attacking anti-tank in the open CLEAR TENDENCY TO RETREAT BEFORE COMBAT
16 8.30 22.50 Infantry attacking anti-tank in dense urban CLEAR TENDENCY TO RETREAT BEFORE COMBAT
13 11.20 19.35 Infantry attacking anti-tank in bocage CLEAR TENDENCY TO RETREAT BEFORE COMBAT
11 8.68 23.89 Infantry attacking anti-tank in mountains CLEAR TENDENCY TO RETREAT BEFORE COMBAT
16 8.40 22.85 Infantry attacking anti-tank in forest CLEAR TENDENCY TO RETREAT BEFORE COMBAT
16 8.74 26.05 Infantry attacking anti-tank in urban CLEAR TENDENCY TO RETREAT BEFORE COMBAT
9 30.47 5.11 Anti-tank attacking tanks in the open
14 20.50 8.06 Anti-tank attacking tanks in dense urban
12 43.21 12.11 Anti-tank attacking tanks in bocage
9 37.72 9.89 Anti-tank attacking tanks in mountains
9 29.47 15.84 Anti-tank attacking tanks in forest
12 21.85 12.05 Anti-tank attacking tanks in urban
I've created three units (armor, infantry, anti-tank) with barely the same strength and placed them in different terrains. That was the only difference between combats taking place; order emphasis were the same in all combats, units were not in any defensive deployment, proficiency were the same (80%), all were fully supplied and had readiness 100%. I wanted to see terrain and unit type effects only, since I think this is the foundation for further modifiers.
I have run the test 20 times for each combat; it's not the ideal number, but I think one can already have an idea of the expected results.
The first thing that striked me was that not so rarely (17 times during all test) I would face extreme results like 100% losses vs 0-5% in combats that usually wouldn't present more than 5-10% losses. So, you see a good order, supplied, good proficiency unit evaporate in a combat that shouldn't present more than 10% losses. Those results weren't considered in the casualties media, not to distort them.
Only extreme terrains like dense urban and bocage seem to present significant influence in combat casualties and they seem to make sense (I'm ignoring anti-tank attacking, since the intention was to invert the attacks on a second test, making more sense in that case). But even so, I think that influence is very low; some further unit strength difference and it would be diluted, perhaps. For most terrain types I think numbers aren't conclusive. I really think terrain should have a greater influence on casualties and if we consider that modifiers aren't cummulative, so that terrain will play lesser role when the unit is digged in...
But what really seemed arbitrary was the dislodgement of defensive units (first row). Even if the conditions of my test weren't ideal (I'm no expert on the combat system), they were the same for each combat and I really expected that infantry (being attacked by tanks) in the open would be dislodged more easily than in bocage or forest or urban, regardless of deployment; I expected that infantry in dense urban would be a lot more difficult to dislodge (by tanks or other infantry) etc. Apart from mountains (tank vs infantry) and bocage (infantry vs infantry), dislodgement seems random. Ok, digged in or fortified they would be a lot harder to dislodge, but then it resumes to comparing odds to fortification level.
Apart from that, I think that relations between unit types in Toaw make sense, even if I think that sometimes it seems almost impossible to hit armor with artillery, even when stacked to the limit. I'm no military expert, but went check on the internet and found the following article (http://findarticles.com/p/articles/mi_m ... _97722805/), which I found interesting.
My goal is not to criticize arbitrarily the combat system, but to try to find out what point is passing unnoticed by me, or to discuss what could be improved. I think Toaw is the best operational wargame available, but in great part this is due to it's flexibility. I think wargaming industry is too focused on WWII and some games seem to be made for WWII expert trying to analyse a certain battle. I would never buy those; I don't want to analyse every aspect of the battle of the bulge, for example... I want to be able to wander through history and learn something in the meanwhile, and toaw allows that. But if someone asked me what should be changed for Toaw IV, I would say the combat system, for sure. Well, perhaps someone can show me the light, so that things begin to make more sense.
Below are the numbers from my test. The first row shows the number of times the defenders were dislodged (20 combats total), the second shows attacker casualties and the third defender casualties. I would calculate readiness losses too, since I think it's an important factor, but it began to take me too long and I don't have the spare time.
(Numbers don't show space between them, but I wasn't able to change that here, don't know why. The way I copied them from excel seems to lock them in place. Sorry for that.)
Disl. Attacker Defender
12 11.45 9.35 Tanks attacking infantry in the open
11 31.89 8.26 Tanks attacking infantry in dense urban
14 18.74 6.21 Tanks attacking infantry in bocage
9 16.20 7.45 Tanks attacking infantry in mountains
18 13.05 8.74 Tanks attacking infantry in forest
12 18.61 6.78 Tanks attacking infantry in urban
13 8.90 11.05Infantry attacking infantry in the open
10 17.65 7.25Infantry attacking infantry in dense urban
8 19.44 5.06 Infantry attacking infantry in bocage
12 17.55 7.35 Infantry attacking infantry in mountains
15 12.25 9.10 Infantry attacking infantry in forest
15 11.60 6.35 Infantry attacking infantry in badlands
13 12.26 5.63 Infantry attacking infantry in urban
19 6.74 25.26 Infantry attacking anti-tank in the open CLEAR TENDENCY TO RETREAT BEFORE COMBAT
16 8.30 22.50 Infantry attacking anti-tank in dense urban CLEAR TENDENCY TO RETREAT BEFORE COMBAT
13 11.20 19.35 Infantry attacking anti-tank in bocage CLEAR TENDENCY TO RETREAT BEFORE COMBAT
11 8.68 23.89 Infantry attacking anti-tank in mountains CLEAR TENDENCY TO RETREAT BEFORE COMBAT
16 8.40 22.85 Infantry attacking anti-tank in forest CLEAR TENDENCY TO RETREAT BEFORE COMBAT
16 8.74 26.05 Infantry attacking anti-tank in urban CLEAR TENDENCY TO RETREAT BEFORE COMBAT
9 30.47 5.11 Anti-tank attacking tanks in the open
14 20.50 8.06 Anti-tank attacking tanks in dense urban
12 43.21 12.11 Anti-tank attacking tanks in bocage
9 37.72 9.89 Anti-tank attacking tanks in mountains
9 29.47 15.84 Anti-tank attacking tanks in forest
12 21.85 12.05 Anti-tank attacking tanks in urban





