counter values - why 'anti-personnel' instead of 'attack'

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gwgardner
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counter values - why 'anti-personnel' instead of 'attack'

Post by gwgardner »

The default counter values show anti-personnel and defense strengths. I'm just wondering why it wouldn't be more useful to show attack strength instead of anti-personnel.

I realize I can change it, but want to display what is most useful.

Is it because attack strength includes anti-personnel and anti-armor strengths, and most combats are against non-armored units?

Oberst_Klink
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RE: counter values - why 'anti-personnel' instead of 'attack'

Post by Oberst_Klink »

ORIGINAL: gwgardner

The default counter values show anti-personnel and defense strengths. I'm just wondering why it wouldn't be more useful to show attack strength instead of anti-personnel.

I realize I can change it, but want to display what is most useful.

Is it because attack strength includes anti-personnel and anti-armor strengths, and most combats are against non-armored units?
Remember, that attack strength is not only AP/AT, but also takes readiness, proficiency, terrain, etc. into account. See the whole chapter 13 in the manual.

If you want to try it out, i.e. in a sandbox scenario, please feel free to check out the Tutorial 'XX series I have published so far.

Tutorial '41: tm.asp?m=4382552
Tutorial '42: tm.asp?m=4387818
Tutorial '42 - Editor: tm.asp?m=4401098
Tutorial '43: tm.asp?m=4390285
Tutorial '43 - Combat: tm.asp?m=4394374
Tutorial '44: tm.asp?m=4397183

Klink, Oberst


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Cabido
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RE: counter values - why 'anti-personnel' instead of 'attack'

Post by Cabido »

ORIGINAL: gwgardner

The default counter values show anti-personnel and defense strengths. I'm just wondering why it wouldn't be more useful to show attack strength instead of anti-personnel.

I realize I can change it, but want to display what is most useful.

Is it because attack strength includes anti-personnel and anti-armor strengths, and most combats are against non-armored units?

Go Play > Player Options > Right Arrow (below) > Edit Counter Values

You can set the counter to your own preferences, using multiple configurations. Then just use the 'm' key to toggle between them. Really useful.

I think a good configuration is:
First line: Attack Strength/Defense Strength
Second line: Armor Defense / Defending Terrain Check
Fifth line (single value): Remaining Movement

The first line will give you an idea of the total attack and defense already altered by proficiency/readiness/supply, i.e. the momentary inherent attack and defense capacity of your unit. Terrain isn't computed here (think of it as not inherent to the unit). Don't mind AT and AP on the counter, since you can look at them directly on the unit panel, under the crossed swords icon, both for you and your spotted opponents.

The second line gives you an idea of the defending strength altered by terrain (attack strength OF DEFENDING UNIT can also be boosted by terrain, but there isn't this option available). Remember that your opposing unit attack strength will be confronted with your unit defense strength altered by terrain and your unit attack strength will be confronted with opposing unit defense strength in a combat. You'll see that this value changes as you enter a different terrain type and it increases with increasing defensive deployment (dug-in, entrenched, fortified). It gives you an idea of how your defense strength in this particular terrain will compare with opposing units attack strength.
Armor Defense is the proportion of a units defense that comes from armored equipment. This is very important, since your can see how armored a unit is and compare it to your AT Strength. If you see, for instance, that your unit has 21 Attack Strength and the opponent's unit has 11 Defense Strength, but your 21 is 18 AP + 3 AT and all opponents 11 come from Armor Defense, then you are in bad shape. If you have 3 AP + 18 AT and the opposing unit has 8 Soft Defense + 3 Armor Defense, then you are in good shape against its armored equipment, but not so against soft targets.

I think these two lines of value are enough. Setting more makes it confusing when toggling through.
gwgardner
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RE: counter values - why 'anti-personnel' instead of 'attack'

Post by gwgardner »

Thanks for the replies. Oberst, I have been going through your tutorials bit by bit, with great benefit, thanks. Cabido, I'm going to try out your suggestions, but am having difficulty understanding 'defending terrain check,' even after doing multiple moves to differing terrain to see changes.

Can either of you, or anyone else, please clarify?

From the manual, defending terrain check equals defense strength modified by terrain.

However, that value is always less than just 'defense strength.' The terrain effects chart makes terrain a defense multiplier, so I would think the 'defending terrain check' value would always be higher than 'defense strength.'


Oberst_Klink
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RE: counter values - why 'anti-personnel' instead of 'attack'

Post by Oberst_Klink »

Cabido did create this very helpful map that should answer most if not all questions:

https://www.dropbox.com/s/np6saly6fz38d ... 2.pdf?dl=0

And hbere's the Terrain Effect Chart from Telumar:

https://www.dropbox.com/s/7jz83kpxjwxk4 ... s.doc?dl=0

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gwgardner
Posts: 7303
Joined: Fri Apr 07, 2006 1:23 pm

RE: counter values - why 'anti-personnel' instead of 'attack'

Post by gwgardner »

Thanks. From Cabido's chart, from my very simplistic perspective, I begin to understand the factors that the combat planner is telling me.

1) the attacker/defender strength ratio to suggest whether the defender will hold or retreat;
2) look at such factors as AT, AP and armor strengths and terrain to determine probable equipment costs of the combat

I'll just start playing now, with that general understanding. I'll pick up other nuances as time goes on.

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