Attrition Divider
Posted: Thu Feb 23, 2012 2:05 pm
The Attrition Divider :
From the manual, 8.5.2
It is possible to set the Attrition Divider value for a Scenario by using the Edit > Set Attrition Divider item in the Force and Deployment Editor menus. This value directly affects the lethality of most combat. Within the combat code, the effective losses for any item of equipment are divided by this number before being applied to the unit. The default value is 10. Minimum is 1 and maximum is 100.
That's all it says, so lets try to explain a little more. Lets use as an example an assault on a defended position in a one day per turn scenario with the default Attrition Divider (AD) setting of 10. Assume that on turn 1/day 1 the attack results in 20% attacker casualties and 50% defender casualties. The defender does not retreat. On turn 2/day 2 the combat is repeated, resulting again in 20% attacker casualties and 50% defender casualties, with an overall result of the defender evaporating and the attacker successfully advancing into the position.
Now lets change the scale to one week per turn, and leave the AD setting at 10. Using the same combat examples and results as above, it now takes two weeks to clear the defended position instead of two days. If you wish to capture the defended position in the same two day time period as in the first example, you would need to change the AD to a setting of 5, which results in 2x the Default Losses.
Now switch the scale to six hours per turn, and with the default AD setting of 10, and the same combat examples as above, you would gain the defended position in twelve hours. In order to get the same two day result as in the first example, an AD setting of 35 is needed, which results in 0.25x the Default Losses.
Setting Losses
1 10x
2 5x
5 2x
10 1x (default)
20 0.5x
35 0.25
50 0.2x
100 0.1x
At the maximum setting of 100, combats would result in 0.1% of the losses incurred by the Default Setting of 10. At the minimum setting of 1, combats would result in 10X the losses incurred by the Default Setting of 10. Any setting from 1 to 100 can be used.
Its obvious that the setting of this value is very important to any scenario. What's not obvious is what the setting should be for each scenario. Playtesting for realistic results is the best method of determining the appropriate AD setting for each scenario, but Bob Cross has contributed this general guideline for turn length and setting :
Whole-week: 2
Half-week: 4
Full-day: 14
Half-day: 28
6-hour: 56
Many scenarios use the default setting of 10. If you are playing a scenario and feel the combat results aren't appropriate, you can open the scenario in the editor and check the AD setting. If it is set at 10, you may want to adjust it to see what effect it has.
From the manual, 8.5.2
It is possible to set the Attrition Divider value for a Scenario by using the Edit > Set Attrition Divider item in the Force and Deployment Editor menus. This value directly affects the lethality of most combat. Within the combat code, the effective losses for any item of equipment are divided by this number before being applied to the unit. The default value is 10. Minimum is 1 and maximum is 100.
That's all it says, so lets try to explain a little more. Lets use as an example an assault on a defended position in a one day per turn scenario with the default Attrition Divider (AD) setting of 10. Assume that on turn 1/day 1 the attack results in 20% attacker casualties and 50% defender casualties. The defender does not retreat. On turn 2/day 2 the combat is repeated, resulting again in 20% attacker casualties and 50% defender casualties, with an overall result of the defender evaporating and the attacker successfully advancing into the position.
Now lets change the scale to one week per turn, and leave the AD setting at 10. Using the same combat examples and results as above, it now takes two weeks to clear the defended position instead of two days. If you wish to capture the defended position in the same two day time period as in the first example, you would need to change the AD to a setting of 5, which results in 2x the Default Losses.
Now switch the scale to six hours per turn, and with the default AD setting of 10, and the same combat examples as above, you would gain the defended position in twelve hours. In order to get the same two day result as in the first example, an AD setting of 35 is needed, which results in 0.25x the Default Losses.
Setting Losses
1 10x
2 5x
5 2x
10 1x (default)
20 0.5x
35 0.25
50 0.2x
100 0.1x
At the maximum setting of 100, combats would result in 0.1% of the losses incurred by the Default Setting of 10. At the minimum setting of 1, combats would result in 10X the losses incurred by the Default Setting of 10. Any setting from 1 to 100 can be used.
Its obvious that the setting of this value is very important to any scenario. What's not obvious is what the setting should be for each scenario. Playtesting for realistic results is the best method of determining the appropriate AD setting for each scenario, but Bob Cross has contributed this general guideline for turn length and setting :
Whole-week: 2
Half-week: 4
Full-day: 14
Half-day: 28
6-hour: 56
Many scenarios use the default setting of 10. If you are playing a scenario and feel the combat results aren't appropriate, you can open the scenario in the editor and check the AD setting. If it is set at 10, you may want to adjust it to see what effect it has.
