Land combat calculator
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Land combat calculator
Is there anything out there to calculate land combat values? such as assault points required to lower and/or defeat different levels of fortifications?
RE: Land combat calculator
Yes, it is. It's a computer program called "War i the Pacific - Admiral's Edition".
(Sorry, couldn't resist[;)])
(Sorry, couldn't resist[;)])
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
RE: Land combat calculator
lol..ok.. now how about a real answer.. I remember there used to be one for either WitP or uncommon valor
RE: Land combat calculator
How does most ppl here decipher the amount of Land Units to bring against Enemy bases.
In a game against the AI I figure the enemy base has at least 700 assault and a lvl 6 or 7 fort.
In a game against the AI I figure the enemy base has at least 700 assault and a lvl 6 or 7 fort.
RE: Land combat calculator
I for one would not like to reduce the game down to just a mathematical exercise involving calculations. I do enough of that all day at work. [:(]
For me the attraction of the game is in the immersion in the (simulated) world... What was adequate in real life (or a gut feeling based on estimations or past experience) should work in the game.
Cheers,
Reg.
(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
Reg.
(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
RE: Land combat calculator
ditto to Reg
You take along 2 Divs and try an assault, if you need more you round up a few more Divs.
Trying to provide an exact formula in a game that uses AV, Morale, Disruption, Supply, Prep pts, Leaders, Terrain etc etc would be well beyond most of us to understand.
Plus there is a "die roll" to screw up even the best laid plans.
Just like real life.
Not like, I've got 3-1 odds over Iwo Jima, I'm assured of a quick victory!!
You take along 2 Divs and try an assault, if you need more you round up a few more Divs.
Trying to provide an exact formula in a game that uses AV, Morale, Disruption, Supply, Prep pts, Leaders, Terrain etc etc would be well beyond most of us to understand.
Plus there is a "die roll" to screw up even the best laid plans.
Just like real life.
Not like, I've got 3-1 odds over Iwo Jima, I'm assured of a quick victory!!
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- KenchiSulla
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RE: Land combat calculator
I dont see the point for a calculator like that. Good recon, looking at map and force disp. should help you in not making hopeless attacks.
AKA Cannonfodder
"It happened, therefore it can happen again: this is the core of what we have to say. It can happen, and it can happen everywhere.”
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"It happened, therefore it can happen again: this is the core of what we have to say. It can happen, and it can happen everywhere.”
¯ Primo Levi, writer, holocaust survivor
- Zigurat666
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RE: Land combat calculator
ORIGINAL: Enforcer
How does most ppl here decipher the amount of Land Units to bring against Enemy bases.
In a game against the AI I figure the enemy base has at least 700 assault and a lvl 6 or 7 fort.
If you really want it bring lots...resistance is futile.
RE: Land combat calculator
ORIGINAL: Enforcer
Is there anything out there to calculate land combat values? such as assault points required to lower and/or defeat different levels of fortifications?
After all the shooting, you only lower forts through assault if you get more than 1:1, and I think you reduce them by the odds. So if you get 1:1, you reduce them by 1, 2:1 by 2 etc. You also have a chance to reduce the forts by 1 immedidatly before the assault using combat engineers - not sure how many it requires, but if you hav a lot, you are likely to reduce them by that 1 level (some luck involved I think).
Now, for the assault, your odds are calculated as your AV: your opponent's AV. The type of squad is unimportant (although it is very important for the pre-assault shooting part), and factors such as supply, disruption, morale, fatigue, terrain, forts, experience, leaders, HQs, preparation, and die roll(s) matter a lot.
Forts count for x1.33 defender's AV I think. So 3 forts = x2, 6 forts = x3. Terrain counts as x2 for some types, x3, or even x4 I think for others (see manual). From observations, I think disruption has around a linear effect - so a 50% disruption cuts the units assault value in half, and seems to be the most important factor next to terrain/forts, and supply. But I think this includes disruption post-firing; ie., your unit takes disruption in the firing stage (probably based on squad type), which cuts its AV. So, in effect, militia squads would get less AV because they would get more disruption, etc (and generally have lower experience, etc. too).
-
Mac Linehan
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RE: Land combat calculator
ORIGINAL: rader
ORIGINAL: Enforcer
Is there anything out there to calculate land combat values? such as assault points required to lower and/or defeat different levels of fortifications?
After all the shooting, you only lower forts through assault if you get more than 1:1, and I think you reduce them by the odds. So if you get 1:1, you reduce them by 1, 2:1 by 2 etc. You also have a chance to reduce the forts by 1 immedidatly before the assault using combat engineers - not sure how many it requires, but if you hav a lot, you are likely to reduce them by that 1 level (some luck involved I think).
Now, for the assault, your odds are calculated as your AV: your opponent's AV. The type of squad is unimportant (although it is very important for the pre-assault shooting part), and factors such as supply, disruption, morale, fatigue, terrain, forts, experience, leaders, HQs, preparation, and die roll(s) matter a lot.
Forts count for x1.33 defender's AV I think. So 3 forts = x2, 6 forts = x2. Terrain counts as x2 for some types, x3, or even x4 I think for others (see manual). From observations, I think disruption has around alinear effect - so a 50% disruption cuts the units assault value in half, and seems to be the most important factor next to terrain/forts, and supply. But I htink this is the disruption post-firing; ie., your unit takes disruption in the firing stage (probably based on squad type), which cuts its AV. So, in effect, militia squads would get less AV because they would get more disruption, etc (and generally have lower experience, etc. too).
rader -
Very helpful summary, thank you.
Mac
LAV-25 2147
RE: Land combat calculator
Yes, it is a good summary. So you can know your side, you have to really guess on your opponents. So, the "bring a lot" maxim is still pretty accurate because all of those factors (disruption, fatigue, morale, leader, etc) can change the defenders AV quite a bit. The good news as the allies is beginning in mid-43 you have a lot to bring. [;)]
Pax
RE: Land combat calculator
Land combat calculator: Bring in troops = 2(+ enemy Fort level)* enemy Assault Value
Then you should start to have some effect...[:'(]
Then you should start to have some effect...[:'(]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


RE: Land combat calculator
IF you are able to completely cut a base off from all supply (Singapore or Bataan for example) then after about 3 months of seige with aerial bombardment will allow you to take it with 1:1 (in units, not adjusted AV) odds. You gotta starve the defenders for a bit first though.
If you can't cut it off, or are assaulting an island/atoll that is still supplied, a good rule of thumb is have 3 times the number of men or more than the defender.
At least that is the way I do it.
If you can't cut it off, or are assaulting an island/atoll that is still supplied, a good rule of thumb is have 3 times the number of men or more than the defender.
At least that is the way I do it.
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'







