Land combat calculator

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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Enforcer
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Land combat calculator

Post by 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?
Rainer
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RE: Land combat calculator

Post by Rainer »

Yes, it is. It's a computer program called "War i the Pacific - Admiral's Edition".

(Sorry, couldn't resist[;)])
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Enforcer
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RE: Land combat calculator

Post by Enforcer »

lol..ok.. now how about a real answer.. I remember there used to be one for either WitP or uncommon valor
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RE: Land combat calculator

Post by 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.
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Reg
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RE: Land combat calculator

Post by Reg »


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.

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JeffroK
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RE: Land combat calculator

Post by JeffroK »

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!!
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KenchiSulla
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RE: Land combat calculator

Post by KenchiSulla »

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.
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Zigurat666
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RE: Land combat calculator

Post by Zigurat666 »

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.
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rader
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RE: Land combat calculator

Post by 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 = 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

Post by Mac Linehan »

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
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PaxMondo
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RE: Land combat calculator

Post by PaxMondo »

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.  [;)]
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Sardaukar
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RE: Land combat calculator

Post by Sardaukar »

Land combat calculator: Bring in troops = 2(+ enemy Fort level)* enemy Assault Value

Then you should start to have some effect...[:'(]
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RE: Land combat calculator

Post by Curty »

Whoever gets there fastest with the most!!...JUST BRING IT!
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Shark7
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RE: Land combat calculator

Post by Shark7 »

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.
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