Page 1 of 1

Strength multipliers applied to individual equipment firing

Posted: Mon Dec 11, 2017 4:19 pm
by Cabido
I've been making an effort to understand how the multiple variables work together when it comes to combat resolution. I think I've been reasonably successful in making better predictions of combat results, which makes the game MUCH more rewarding than just pushing counters and hoping for the best from combats in which results seemed hugely arbitrary before. I noticed that we can't just disconsider an important variable and hope things will go as planned.

But I think I don't have all figured out yet. There is something which I really can't understand.I can understand strength multipliers when applied globally. So, Strength = [(2*proficiency + readiness + supply)/4] * equipment strength.The first term (between brackets) is "Morale", as far as I understand. Ok, I can understand that when using mass fire (as for artillery), but Anti-Personal and Anti-Tank use individual weapons firing at individual targets. How does "Morale", for example, affects individual equipment. Suppose I have a Riffle Squad and some Tank and suppose my "Morale" = 2 (just for the sake of argument). When considering individual equipment fire, will my single squad become two squads and my tank become two tanks when resolving attacks, or will the individual equipment strengths be multiplied? In the last case, I think some artificial results would occur, since terrain, for instance, can multiply anti-armor strengths for defending units and penetration checks depend on anti-armor/armor relation, which would cause some weapons to penetrate armor they should never be able to penetrate. I think the first approach is more appropriate, but maybe the game uses a completely different method.

How are those multipliers taken into account when it comes to individual equipment firing?

RE: Strength multipliers applied to individual equipment firing

Posted: Mon Dec 11, 2017 4:48 pm
by Oberst_Klink
ORIGINAL: Cabido

I've been making an effort to understand how the multiple variables work together when it comes to combat resolution. I think I've been reasonably successful in making better predictions of combat results, which makes the game MUCH more rewarding than just pushing counters and hoping for the best from combats in which results seemed hugely arbitrary before. I noticed that we can't just disconsider an important variable and hope things will go as planned.

But I think I don't have all figured out yet. There is something which I really can't understand.I can understand strength multipliers when applied globally. So, Strength = [(2*proficiency + readiness + supply)/4] * equipment strength.The first term (between brackets) is "Morale", as far as I understand. Ok, I can understand that when using mass fire (as for artillery), but Anti-Personal and Anti-Tank use individual weapons firing at individual targets. How does "Morale", for example, affects individual equipment. Suppose I have a Riffle Squad and some Tank and suppose my "Morale" = 2 (just for the sake of argument). When considering individual equipment fire, will my single squad become two squads and my tank become two tanks when resolving attacks, or will the individual equipment strengths be multiplied? In the last case, I think some artificial results would occur, since terrain, for instance, can multiply anti-armor strengths for defending units and penetration checks depend on anti-armor/armor relation, which would cause some weapons to penetrate armor they should never be able to penetrate. I think the first approach is more appropriate, but maybe the game uses a completely different method.

How are those multipliers taken into account when it comes to individual equipment firing?
To understand the algorithm behind it... I do (selfless me?!) guide you to my Tutorial 'XX series. I made sure that some aspects of, what's going on under the hood, have been covered. It's not just some formulae etc, but sometimes a tad more.

Also, please be so kind, and have a look at this:

http://normkoger.com/truth.html

It will answer most of your questions.

Klink, Oberst

RE: Strength multipliers applied to individual equipment firing

Posted: Mon Dec 11, 2017 5:11 pm
by Curtis Lemay
ORIGINAL: Cabido

I've been making an effort to understand how the multiple variables work together when it comes to combat resolution. I think I've been reasonably successful in making better predictions of combat results, which makes the game MUCH more rewarding than just pushing counters and hoping for the best from combats in which results seemed hugely arbitrary before. I noticed that we can't just disconsider an important variable and hope things will go as planned.

But I think I don't have all figured out yet. There is something which I really can't understand.I can understand strength multipliers when applied globally. So, Strength = [(2*proficiency + readiness + supply)/4] * equipment strength.The first term (between brackets) is "Morale", as far as I understand. Ok, I can understand that when using mass fire (as for artillery), but Anti-Personal and Anti-Tank use individual weapons firing at individual targets. How does "Morale", for example, affects individual equipment.

Regardless of what it is called, its a combination of Skill, Fatigue, and Ammo. Surely you can see how those factors affect combat.
Suppose I have a Riffle Squad and some Tank and suppose my "Morale" = 2 (just for the sake of argument). When considering individual equipment fire, will my single squad become two squads and my tank become two tanks when resolving attacks, or will the individual equipment strengths be multiplied?

There is no multiplying. The factor is 1 if all values are at 100%. (Well, ok, supply can be as much as 150%). But for most cases, the base combat factors are reduced by the formula.
In the last case, I think some artificial results would occur, since terrain, for instance, can multiply anti-armor strengths for defending units and penetration checks depend on anti-armor/armor relation, which would cause some weapons to penetrate armor they should never be able to penetrate. I think the first approach is more appropriate, but maybe the game uses a completely different method.

How are those multipliers taken into account when it comes to individual equipment firing?

The factor will affect how many shots the tank/AT gun gets to take. Penetration is evaluated independently per shot.

RE: Strength multipliers applied to individual equipment firing

Posted: Mon Dec 11, 2017 5:56 pm
by Cabido
Thanks for the VERY FAST answer.

Very nice article from Norm Koger, indeed.

Didn't have the time to look the tutorials yet, but allow me just one more question
ORIGINAL: Curtis Lemay

The factor will affect how many shots the tank/AT gun gets to take. Penetration is evaluated independently per shot.

Motorized get a max of 3 shots per turn and attacking infantry 1. I suppose then that the factors will influence probabilities of getting these shots, which when averaged between equipments, would reflect the strength proportions between units. Is that so?

RE: Strength multipliers applied to individual equipment firing

Posted: Thu Dec 14, 2017 6:57 pm
by Cabido
Edit: QUESTION MOVED TO A SPECIFIC POST